So, I feel like this would have been asked before but I couldn’t find an answer to this question so i’m making a post.
I did look at this post: http://forum.arongranberg.com/t/how-to-stop-a-path-prematurely/1321 but it didn’t provide me with the solution that I required.
Quick rundown of what i’m doing.
I have about 100 units that all need to move to the same general area, however, because doing 100 pathfinds to the same approximate area is expensive, I am only getting the closest of the units to do the pathfind and then the remainder of the units follow using basic flocking AI. If a new path is given to the units then the system will find the closest of the units, assign it as the pathfinder, and then the remainder of the units should flock around it, but the previous pathfinding unit maintains its path and tries to obey the path and the flocking AI which just results in it getting stuck in one place.
So, my question is, is there any way to reset an AI to what it is when it first spawns: No path, No Destination?