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#1

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 this2011-05-08 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-comphermc2011-05-08 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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