Is Makinom still the only way currently to have AI follow waypoints?
  • Combatant's using the move AI can use game objects in the scene to define waypoints - but for NPCs without any combatant attached (the move AI requires a combatant), there's only the option of using ORK's events system, Makinom or some custom/third party functionality for that.
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  • edited November 2019
    If you're using Nav Mesh Agents you can set a series of Nav Mesh Targets using an event at run-time.
    (Set nav mesh target, then check distance to waypoint ever X seconds)

    I've had to do this for complex waypoint systems (I needed the target to walk around, sit down, interact with things)

    Otherwise you can just set a series of waypoints in the combatant spawner.
    Post edited by Wrofir on
    Miuratale : coming 2024
    Miuratale
  • Thanks @Wrofir. I'm going to try to do something similar.
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