Been bugging me for some time, i´ll go straight to the issue:
Topdown AI is done and each step works well individually. In the other hand, when a state is triggered, it swaps the behaviour of all instances in the family at the same time. I want to make each instance of the AI family work individually. I tried a system that matches an ID between the aiBoundingBox (not in the family) with the AI family, but seems useless.
-Enemy (two sprites)
If aiCollisionBox is overlapping aiObstacles (family of sprites)
-Dodge in the right direction with the right speed
-Turn towards the player
Edit: don´t mind that disabled event, I was just testing before making the screenshot.
I know it´s dead simple, but I´ve found no answers by reading any family related articles/guides/manual posts, that´s why I´m posting this topic.
If anyone comes with a way of simplifying the code a little bit too, it would be great!