So I'm working on some enemy AI. I'm trying to streamline a lot of the movement so that I can cut back on events by using families, and using containers to pair up a collider/AI object with my graphic/Stat object so my enemies can have proper collision detection when navigating the environment.
Enemy is in Family "Enemy"
AI is in Family "Red"
<img src="http://img256.imageshack.us/img256/9360/enemyaibugged.png" border="0" />
The above is basically the template I plan on using to make my enemies perform various actions, up to deciding when to attack the player. The Enemies find their AI just fine, which is great. They stick to their coords and all that jazz.
Unfortunately, nothing gets detected after that. Any action with a PV checking condition doesn't perform at all. It's not just with Family PV checking; checking the specific objects' PVs yield the same result.
Moving the movement action outside to "Always" or "At Startup" does cause the enemy to move. Also moving the "Is moving" conditions and animation actions out of the PV check allows the enemy to animate.
I've tried using "Pick by comparison" to evaluate the PVs, but it ends up picking every enemy who's State is set to "Idle", causing the enemies to try to change animations between their own movement states. It also eventually causes the game to crash when opening a layout with the enemies in it, with no other solution than to delete all events associated with the "Enemy" and "Red" Families. Really bizarre.
I also tried to pick by adding an additional PV that would pair up the Enemy and the AI rather than using a container, but that didn't work either and just ran the actions for all instances as long as one instance fit the bill.
A bit frustrating, to be sure.