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Question by CalebBX · Feb 24, 2017 at 04:29 AM · raycastaienemypathfindingspace

More advanced Top down enemy AI

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. So at this point the enemy just follows the player around and shoots at it.

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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