[quote:3tbw1f3n]What you want is: On collission with platform/walls: move in a total other way then the sine behavior dictates.
Conclusion sine is not suitable to continue the new movement, can as well dig sine all thogeter.
Why not use the bullet behavior ? Let it bounce. Or give it a new direction 'on collission' ?
You cant let it go left and right based on the 'distance traveld'. Or change its direction when it overlaps invisible boundary objects.
Thanks! Yes, this could all possibly work. I will look into this further. If I do go this route, the enemy behavior will change significantly than what I intended. I'm afraid that using a bullet behavior would be too complicated for me to create what I'm trying to create.
So I want the jetpack enemy to move back and forth around the player in a random-y sine type effect. Check out the gif above. I'm just not sure how I would be able to create such random movement without a sine wave. I cant imagine the combination of events and my math sucks. Having the enemy sine around in random pattern through bullet angle of motion math events sounds like a nightmare.