
Here's what it SHOULD look like: https://youtu.be/t7E-P4VJbdg?t=45
This is the best I've got so far: https://www.dropbox.com/s/p3hywg0ow9k7v ... .capx?dl=0
If you enable 14 and 15, a crude "drop" will kick in, to avoid the knife fighting around forever if it can't reach you ala: https://youtu.be/t7E-P4VJbdg?t=23
I also have another (broken) version: https://www.dropbox.com/s/vnl5gdjk0dqpq ... .capx?dl=0
It uses @rexrainbow 's LJpotential behavior: viewtopic.php?f=153&t=112786
Basically, the knife needs to "pathfind" it's way back to the player a lot better, avoiding the obstacles properly. RIght now, it doesn't, but it makes a valiant effort to try!
Rex kindly made a version with bullet behavior: https://1drv.ms/u/s!Am5HlOzVf0kHlm8pc07sz5MESI51 but there's a bit of flutter with the angle rotation, and it clings a bit to the walls, but it serves as a useful example for some ideas. He also suggested using the boids plugin: behavior-rex-boids_t126707 but I've never used this before and am not sure how to make this work in this particular case.
If anyone has ANY advice on how I can try and get this knife-tech looking and working better, please be my guest!
