The idea for this custom AI behavior is an Interceptor,
If me the player is busy with dealing with AI #1,
AI #2 will jump in when I'm in engagement distance of AI #1.
I previously had gotten this to work, but every time I add a new AI Module/behavior, it breaks, or something breaks, Bit tired of Construct's Path finding behavior and if this keeps up I'll just have to make my own, which ive seen people suggest doing in the forums.
I don't want to do this because I've already broken through so many hurdles people usually give up on with this path finding behavior and I would love to share what I found to finally give people answers that traditionally, forums go inactive due to not having a solid answer for.
I'll send picture of the project file, I know I'm going to get questions as to why its messy or, why I'm using so many "unnecessary events", which will give me extra to read into so when you get a hold of this picture, try to refrain from mentioning it;
Now because I agree that these questions are valid, know that I can always minimize my project later on.
Also, everything in this picture is required for the AI to function,
This is a test bed project so everything is very minimalistic.
So although I doubt it'll be brought up, just incase, try not to divert your focus; We cannot solve this without your 100%.
The picture will show the structure of how events should play out in order and what most of the relevant ones ( to this problem ) do.