Overcoming Limitations of Thing_Hate Behavior
Posted: Sat Jul 17, 2021 3:53 pm
Here's my scenario:
1. I have two enemies of one species tagged 14 (say, Team 1)
2. I have several enemies of two different species tagged 15 (say, Team 2)
3. My script is (Thing_Hate 14, 15); and (Thing_Hate 15, 14);
4. Once at least one member of each team is killed the surviving enemies appear to ignore the other team enemies.
5. This results in surviving enemies returning to their idle states rather than seeking out their opponents until all enemies with a given tag are killed
How should I set up my scenario so that the fighting continues until all enemies with a given tag are killed?
I suppose I can assign each enemy a unique tag and duplicate the Thing_Hate instructions, but this seems an extremely inelegant want to achieve what I want.
I'd appreciate any suggestions. Thanks.
1. I have two enemies of one species tagged 14 (say, Team 1)
2. I have several enemies of two different species tagged 15 (say, Team 2)
3. My script is (Thing_Hate 14, 15); and (Thing_Hate 15, 14);
4. Once at least one member of each team is killed the surviving enemies appear to ignore the other team enemies.
5. This results in surviving enemies returning to their idle states rather than seeking out their opponents until all enemies with a given tag are killed
How should I set up my scenario so that the fighting continues until all enemies with a given tag are killed?
I suppose I can assign each enemy a unique tag and duplicate the Thing_Hate instructions, but this seems an extremely inelegant want to achieve what I want.
I'd appreciate any suggestions. Thanks.