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Chase & Attack

This guide details how to configure the Chase and Attack Ability for the Bull Boss AI entity. This ability allows the boss to simultaneously pursue the player and deploy a continuous offense, such as the Flamethrower ability.


1. Core Ability Configuration

Set up the Chase and Attack ability parameters within the Enemy Ability System and isolate the ability for testing.

Steps

  1. Select the Bull Boss GameObject in your scene hierarchy.
  2. In the Inspector, navigate to and expand the Enemy Ability System component.
  3. Click Add Ability Entry to Group.
  4. Set the Ability Type to Chase and Attack.
  5. Adjust probabilities to isolate testing:
  6. Set Teleportation Ability Probability (and other active abilities) to 0%.
  7. Set Chase and Attack Probability to 100%.
  8. Configure targeting and motion values:
  9. Look Mode: Set to Target.
  10. Move Speed: Set to 5.
  11. Move Animation: Set to Walking.
  12. Move Towards Target: Check this Checkbox.
  13. Should Apply Root Motion: Uncheck this Checkbox.
  14. GameObject to Activate: Leave empty / select nothing.
  15. Idle Delay: Set to 1 second.
  16. Clean up unnecessary hooks:
  17. Remove any active entries under Event Hook Listeners for this ability.

2. Particle Effect Integration

Link the pre-configured Flamethrower particle effect to activate while the boss chases the player.

Steps

  1. Locate the Effects section within the Chase and Attack ability properties.
  2. Enable the Is Particle Effects checkbox.
  3. Assign the pre-created Flamethrower GameObject into the Effect field.
  4. Set timing settings:
  5. Effect Delay: Set to 1 second.
  6. Ability Lifetime: Set to 10 seconds.

3. Distance & Pursuit Behavior

Configure how close the boss approaches the player before stopping to maintain its attack distance.

Behavior Configurations

Continuous Chasing (Melee / Short Range)

  • Stop Chasing Target Distance: Set to 2.
  • Move Forward After Stop Chasing: Uncheck this Checkbox.

NOTE: The boss will continuously pursue the target and maintain constant proximity while performing the flamethrower.

Dynamic Range Maintenance (Ranged / Standoff)

  • Stop Chasing Target Distance: Set to 5 or 6 meters.
  • Move Forward After Stop Chasing: Uncheck this Checkbox.

Behavior Explanation: * When the player is less than or equal to 5–6 meters away, the boss stops moving and fires the flamethrower from its current position. * If the player moves further than 5–6 meters away, the boss automatically resumes chasing the player until it is within range again.


4. Verification & Testing Checklist

Before running the scene, verify all settings against this checklist:

  • [ ] Probabilities: Chase and Attack = 100%, all other abilities = 0%.
  • [ ] Particle Effects: Is Particle Effects is checked and the Flamethrower object is assigned.