— I think that is the easy way but idk i will try it, i will come back!
I was actually asking a clarifying question. You say you don't want them to collide/overlap, which to me those are two separate things. Collide would be bouncing off each other where overlap does not. So I was asking if you wanted neither to happen and them to avoid each other in pathfinding.
One simple thought would to be make use of the pathfinding cost. So if after one instance choose a path add cost to that path to encourage others to choose a different path.
If your layout isn't too maze-like (not too many obstacles) I would think about ditching pathfinding behavior and make some events to avoid obstacles. Something as simple as pick nearest (obstacle) instance, if angle(player.x, player.y, obstacle.x, obstacle.y)-player.movement.angleofmovement is between -15 and 15 then alter the course could work.
These suggestions won't make the AI look as intelligent as some of the more elaborate suggested solutions. But you may want to take that into consideration, the intelligence of your enemy, when designing the AI for it. If low intelligence or making a goofy game you can have the object change course on collision even. If this is for a zombie wouldn't you rather have it running into stuff instead of flawlessly navigating a maze-like layout?