Not so much fixed as I played with a new script and got what I wanted. I was looking at different scripts trying to find a script for an entirely different problem and found one called AI Follow. The script I had been using for archer movement was AI Path and it had some problems (see previous entries). But AI Follow seems to have none of those problems and does pretty much EXACTLY what I want and even gives me a few new features to play with. Best of all I don’t need to give the object a rigged body to make it not clip through walls! This means it can stop on a dime and won’t have weird momentum problems when turning a corner.
Equally as important as finding that new script was figuring out how to get the player to look at the mouse pointer. One short internet search and I found exactly what I needed, just had to fiddle with it a bit to get the variable declarations in the right place and it works great. Only problem I see with this is that it gets me no closer to my goal of having both keyboard and mouse controls and controller support. But that is a fairly far off concern for now.
Now that I have three reasonably working enemies my next goals are going to be:
- procedural level generation
- player/enemy health