Hey @Hazmat0S!
So this kind of thing is less AI reliant and more base logic. You’ll want to use things like DoOnce, Gate, etc.
What I would do is upon notice, open a gate on the “Does not see” path, turning a bool True, such as “Seen”. Then on the “SeesPlayer” path, check if “Seen” is true. So
On seen: Check “SawPlayer” variable (Keep it false as default.) Since it will be false first, take false path to open Gate on “Not Seen”.
Unseen: attempt Gate. If gate Open, Set “SawPlayer” to True.
On seen 2+ times: Check “SawPlayer” again, and since it should now be true, execute aggressive action.
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