Originally Posted by
Liuqahs15
If by "make a way to resist enemies" you mean make AI enemies run away from each other, I have a suggestion (if that's not what you mean, just disregard the next paragraph lol sorry).
Whatever activates demon circle could activate an emitter that puts out a hologram circle around the player with a tag/tags on it with the label "demon circle". Then on the enemy sackbots you could put a tag detector that only looks for the demon circle tag. That tag detector could then activate a behavior chip which would trigger the sackbots to either flee or act out a recorded animation you want to make of them running away. Importantly, you have to make the tag sensor concurrently activate a timer that will last as long as you want the animation to last. When the timer's done, it should re-activate the default behavior chip you have on the sackbot, to turn it back to normal once the animation is done.
I use that sort of trigger-animation-end-animation logic when I make fighting games all the time. If you press the kamehameha button, goku should pull his hands back and thrust them forward before shooting the blast, right?
Anyway sorry if I'm way off. Just wanted to give a suggestion. Also if you ever need help with the music for that game, just let me know. I love making music.