I am creating a space dogfighting scene and I have been able to hook up the particle boids to animation node instances, including positions and even the rotations by normalizing the velocity and finding the difference between that and a base rotation.

I now wish to trigger animations based on either when the boid is in 'fight state' or perhaps if there could be a trigger based on a raycast or intersection with a parented invisible cone/pyramid and the enemy boid. I would then have my spacefighters animate and 'shoot'. (Ideally generating 'bullets' but that is another problem.)

I had a cursory glance at the boids code and am not sure if it is indeed possible, as the 'attack' seems to not be a 'state' but a simple operation where the 'target's 'health' is subtracted when in range.

In Response to Omar: All the settings for who is an enemy and friend are in the particle settings when you change 'Physics' to 'Boids', then under 'Relations', I have referenced other objects also with 'boid' particle physics. I cannot reveal any images as this project is under a NDA. Thank you for your interest in helping me Omar.

  • $\begingroup$ Can you share what currently have? What is this "fight state"? How do you define it? How do you define the enemy boid? $\endgroup$
    – Omar Emara
    Oct 15 '18 at 7:25
  • $\begingroup$ In light of the NDA, is think it would still be helpful to construct a minimal working example. (A blend with 2 planes and some particles fighting uploaded to blend-exchange.giantcowfilms.com.) $\endgroup$
    – Leander
    Oct 15 '18 at 10:55

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