Assigning actor instances to attributes

OkyshoOkysho Member Posts: 158
edited November -1 in Working with GS (Mac)
ok, now I know this sounds a little bit weird, but based on how my game is going to work, I can't think of a more efficient solution.

If you haven't seen any of my other "problem" posts, I'm designing a megaman/metroid type platformer, shooter.

This means that I've got somewhere between 20-30 instances of the same enemy within a scene (level), however in order to not confuse the AI, the only thing I can think of doing is creating 20-30 actors with 20-30 corresponding AI attributes and 20-30 invisible collision actors(agian for AI purposes)

The question I've got for the GS community, is how can I avoid doing this and assign all my instances to... say a number that I create an attribute for?

Comments

  • OkyshoOkysho Member Posts: 158
    shameless bump, please help
  • OkyshoOkysho Member Posts: 158
    thanks GS community for your help
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    No need to get sarcastic, no one proabbly answered because all your questions could be answeredd by simply searching the forums. You dont need colloision actors, you would use magnitude to determine how close or far the player is from enemy and then only have the enemy do somethign when the players close enough. T shirt booth has a cood tutorial on that. And youll need a attribute for each enemys magnitude ect.
  • OkyshoOkysho Member Posts: 158
    appreciate the help. Sorry about the snide remark, after two days of no answers my thread sunk and I didn't want to do another "shameless bump post"

    Usually my search of the forums doesn't yield many relevant results... and no one said "hey there's already a thread on this" either...

    my apologies
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