There's an issue with proximity continuing to output the x/y of destroyed objects.
http://flowlab.io/game/view/888324The top objects are archery butts that spawn archer units, the bottom are egg sacs spawning a simple enemy. the archer and its building spawns a friendly tag every second which lasts for .2 seconds. Same with the enemy and its building, only it's an enemy tag. When the archer proximity detects an enemy tag it points toward it, moves forward and fires randomly. Same for the enemy unit only using the friendly tag as its target and it doesn't fire, it just bumps into stuff. But when either unit dies, its friendly/enemy tag is still being detected by the enemy. This shouldn't happen because the tags destroy themselves, and because the unit is destroyed it won't be spawning more. You see in the middle area of the example i posted above they target an empty space. I don't know why, I've tried modifying detection rate and spawning rate of the friendly/enemy tags
When I add in the units themselves to the map, they work usually, but when spawned from the buildings they proximity detect destroyed things. This makes me think spawned objects primarily have this problem.
Comments
It works as it should when they are placed directly on the map and then starting the game, instead of being spawned once the game starts, which is why I consider this a bug.
This was allegedly fixed in December. If it still exists from emitter, try spawn. If it exists with both, grazer will definitely have to look into it again.
Can you give me some more details about how to trigger this bug? If I can reproduce it, I should be able to get it fixed.