"Ranged Enemy Movement"


Author: Andres Gutierrez

This week I have been mainly focusing on creating a ranged enemy. This  required a lot of reorganization with how I was handling the base enemy class so that it will cause no problems for the Ranged and Melee enemy. I also had to do a lot of work with the behavior tree setup since I needed one for the Ranged and Melee enemy to perform their own unique logic.

I was finally able to set both of its children’s up so that the Melee Enemy can inherit the previous logic of the Base enemy and new logic can be made for the Ranged Enemy. The ranged enemy so far has a different movement logic setup and an invisible weapon so that it can be used as a magic caster. The invisible weapon is so I can still use the weapon socket I set up for it. The Ranged Enemy has a larger strafing radius and prefers to be as far away from the player as it can within its EQS boundaries. It also has the unique logic of interrupting its strafing/attacking behavior if it cannot trace a line directly to the player. It will then move to a position where it is able to see the player then it will go back to its strafing/attacking behavior. In the example video the Ranged Enemy is the red Manny while the Melee Enemy is the blue Manny.

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