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This question was closed Feb 24, 2017 at 04:30 AM by CalebBX.
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Question by CalebBX · Feb 26, 2017 at 01:04 PM · aienemypathfindingtopdownspace

Top down space AI pathing?

So I have a top down shooter i am working on, its free roam on the x and y axis. I currently have a simple enemy AI script so that the enemy points in the direction of the player and adds thrust. It uses a raycast to check if in range and pointing in the right direction so the enemy ship can attack.

What i would like to implement is a kind of bomber-run like movement where the enemy makes passes at the player cargo ship, attacks, turns around and starts another bombing run. (Think homeworld bomber AI.)

I'm not looking for any scripts or anything (though it'd be nice lol) I am just at a loss at how to do it. Should i be utilizing the navmesh stuff, A*, or be using scripts and raycasting, something else? If someone could give me a basis on where to start that would be very helpful.

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