A mid-air lunge that picks the right enemy, once per jump
Pressing attack in the air and flying at the nearest enemy sounds easy. In practice it picks a foe behind a wall, one behind your back, or the closest instead of the one you are looking at. Here is how to choose the target and how to keep the move from being a free flight.
Why this works
Players aim with their hands, not with numbers. Weighing how close a foe is against how far it lies from the aimed direction picks the one they meant, and dropping impossible choices first stops the lunge from flying toward something behind a wall.
When not to use it
Wrong in games where exact aiming is the skill, like a shooter or a duel. A helpful pull takes the choice away. Use it where speed and flow matter more than precision, and let the player turn it off.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 45 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "A mid-air lunge that picks the right enemy, once per jump" (read_entry homing-air-attack-target-choice) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP