So, I've created a state machine for my player object using event groups and want to take a similar approach for coding enemy behaviours. The problem is (I assume anyway - haven't actually tested) that the code will activate/deactivate groups according to only the first enemy's state, and won't run the code for enemies in different states. The only work arounds I can think of are to either use loops or constantly check the enemy state - both of which involve having to repeat a line of code (i.e. "on loop" or "if state = ...") for every single event in the behaviour. I want to avoid that messiness and tedium if possible but not sure how to.
Any thoughts?
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