I had similar problems with a game.
I was using types for the baddies so what I did was use the entitydistance command to see how far away they were.
Also used a linepck which checked for collisions. If the linpick returned true then I ran a function which momentarily rotated the baddie away at a random angle from the other,
This way they never actually bunched up.
It worked for me.
I was using types for the baddies so what I did was use the entitydistance command to see how far away they were.
Also used a linepck which checked for collisions. If the linpick returned true then I ran a function which momentarily rotated the baddie away at a random angle from the other,
This way they never actually bunched up.
It worked for me.