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Flee from waypoint?
Archive: 6 posts
I'm trying to make a friendly AI sackbot and I want him to walk away from an enemy sackbot if he's too close to him. I thought there might be a flee from waypoint option, but I didn't see one. What would be a good way to do this? | 2011-05-08 17:09:00 Author: maddoggnick96 Posts: 272 |
Start by putting down a tag on the enemy AI. Now put a tag sensor on the friendly AI that activates when within range. Now, Just set the sackbot AI to flee from waypoint, and you should be set. | 2011-05-08 17:16:00 Author: UberOrbPS Posts: 290 |
Start by putting down a tag on the enemy AI. Now put a tag sensor on the friendly AI that activates when within range. Now, Just set the sackbot AI to flee from waypoint, and you should be set. That's the problem. There's no "flee from waypoint" option. There's "flee", but that's from a player and I can't change that to a tag. | 2011-05-08 17:23:00 Author: maddoggnick96 Posts: 272 |
no no u misunderstood him...lay down your normal actions then place a tag sensor that goes to a new behavior chip that is set to flee. U will see him run away from tags if you wire this | 2011-05-08 17:39:00 Author: Unknown User |
Watch tutorial 15 Sackbot AI here https://lbpcentral.lbp-hub.com/index.php?t=51232-LBP2-Torials-Video-Tutorials-by-comphermc | 2011-05-08 17:45:00 Author: riverad08 Posts: 104 |
no no u misunderstood him...lay down your normal actions then place a tag sensor that goes to a new behavior chip that is set to flee. U will see him run away from tags if you wire this Yeah, I should have been more clear about that - you need to use a new behavior chip. Or just check out Comphermc's tutorial like riversd08 suggested if it's still not making sense | 2011-05-09 01:11:00 Author: UberOrbPS Posts: 290 |
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