Thank you — for your advice.
I thought I already created movement for him when he is b_SeesCheeky because, for example on event 66, if he sees cheeky but his charbox object is not on the same tile as cheeky's silouette then he should move, so I am a bit confused here. I'll have a look for a conflicting event that might be stopping this from happpening. I was pretty sure I put all of his movement commands in one group.
Sorry about the complicated events. I'm just trying to achieve the following and if I can get this fixed, I'm done with Chomp's movement:
1) Chomp spawns out of cave and moves out of the cave, depending on where the cave is facing (done)
2) Chomp randomly patrols, assisted by a timer (on timer events change his direction to a random direction, making his routine unpredictable)
3) Chases Cheeky when he sees him.
4) If Cheeky goes out of sight during the chase, Chomp will stop at his last seen location - This is why I get Chomp to only 'see' the Silhouette that I have on Cheeky. The Silhouette will follow Cheeky everywhere until Chomp sees and then 'loses sight' of him.
However, the trouble I am having is:
1) Getting Chomp to accurately stop his movement the moment he is in-line with Cheeky on an axis (clear of obstacles) every time as it's only happening sometimes and;
2) When he is chasing and does catch up to the Silhouette, instead of stopping on the same tile as the Silhouette, he exceeds by one tile. This happens almost every time.
It's like Chomp is moving too fast for the game to stop and go "Okay I'm on this tile, I need to do this now." This is why I was hoping to find some way of getting this checked without creating noticeable jerky movement in the game play.