<blockquote>gamingislove said: Scattering can be done via the move AI's fleeing setup, i.e. just have the wildlife flee when they notice the player :)
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Excellent. This is essentially using the Flee setup example from the 3d Action Tutorial, yes?
<blockquote>gamingislove said: That's basically what the chompers in the 3D action RPG tutorials do - they try to get to the player's back via the stop angle setup.
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I've had a little problem with understanding how to stack A.I in a good way. I started with the Chomper A.I from the tutorial, but I added some of the things from the Turn-based A.I and they went dumb. I'll play around with it and post an example if I have problems.
<blockquote>gamingislove said:
Maybe via schematics - Makinom 2 has the Texture Terrain Fork node to check textures of a terrain at a position, naturally that only works for terrains.</blockquote>
Sweet! I'm going to give that a try. That's quite exciting. My goal is to set up texture-based spawners for non-combat wildlife, more randomized combatants, and procedural generated levels, so terrain textures is perfect.
Here's what I imagine:
As the player moves through a scene, let's say a forest, I have spawners set to textures. Grass for various wildlife, and enemies on road tiles. Use the Combatant Despawner component to make them spawn and despawn around the player.
Then I'd have special spawners with a low chance to spawn, say 10%, that would spawn special/unique enemies or special merchants.
My goal is that I only have to set up spawners for special events and places outside of terrain textures.