dyronl wrote:Thanks man that's awesome, I was worried about creating multiple enimies
What about a deactivation zone? do you think I could make, say, four small wire frames around the area I want the player chased and set a colision event to set move_to to 0 and then set a script that has the enimies move back to their area ? or would all the enimies swarm the one return area?
This example contains deactivation method that you asked for. If you want enemies to move immediately to their own creation point, change the velocity value in the collision with deactiver to something higher, for example 1000. The velocity value is that only number in the MoveTo-code. And those "X" and "Y" variables are actor variables. And if you want those deactivation walls to be visible, you can make them as normal actors and give them animations, and you can also make the attackers be invisible with making them as filled region or wire frame region actors if you want. I hope this is what you're looking for!