This is my first attempt at tracking an object. There are some issues with the AI timer firing while the enemies have a target. For a first pass it is a good starting place.
Everything is going to be event driven. I have 2 timers now. One for the object movement, firing every 2 seconds, and the other one is for the AI to update the movement. Currently the AI has a nasty show stopping bug that I will need to address. When it fires the second time, after a distance check from the player, the Astar start and end values are getting set to nil somewhere. (Print statements here we come). I need to separate the enemy movement out of the object timer and make it independent. The choice I need to make is a hard one. Do I have every object have timed value and a running timer, or several timers at different intervals. I think the latter is less processor intensive and will allow swarms of enemies. A running timer would need to check every object every frame or have a way to register objects and their fire time. Time will tell.