I just looked again and found one thread that went nowhere and this one that while not being solved had some interesting and insightful discussion on the matter,
a few important factors I recognized are :
Any actors engaging each other in combat must
A - be programmed to recognize and attack each other, and I think need some system to prioritize targets.
B - Have 8 directions of attack frames
B - If they can die can from each others attacks then they need 8 directions of death frames.
I phrased those takeaways as such because of their discussion on the thread and my own reasons as follows,
A - I could see big problems like crashes or bad bugs and bad loops without a target priority system.
B - is self explanatory
C - I like the idea that was stated by unknown "Guest", the level fails if you allies die, that add gameplay challenge, adds to the sense of mission and duty to your brothers in arms, and saves allot of extra code and graphical work, which honestly I would rather do less of for this game and maybe deal with later on for another installment.
And I the reason I say "Any actors engaging each other" is because I just want this for a few levels in this game, just in the beginning few levels and maybe here and there in some other levels where I can put blocking tiles to keep the buddy bots isolated to, so that way I only need say 4-7 different actors to have the code and graphics to fight each other because they wont be in most levels.
ie 2-3 enemy types, 2 buddy bot types (also 1 or 2 friendly unarmed AI that just follow an escape route).
Last edited by Agent_Falcon93 on Sun Aug 20, 2023 8:11 am; edited 1 time in total (Reason for editing : typos and update for clarity)