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Question by MaximusGuy · Jan 20, 2013 at 02:53 AM · enemydistance

How do I make my enemy stop moving towards me within a certain distance?

The enemy I made comes towards me and attacks me - how do I set it so it doesn't get within a certain distance with me?

var distance; var target : Transform;
var lookAtDistance = 15.0; var attackRange = 10.0; var moveSpeed = 5.0; var damping = 6.0; private var isItAttacking = false;

 function Update () 
 {
 distance = Vector3.Distance(target.position, transform.position);

 if(distance < lookAtDistance)
 {
 isItAttacking = false;
 lookAt ();
 }   
 if(distance < attackRange)
 {
 attack ();
 }

}

function lookAt () { var rotation = Quaternion.LookRotation(target.position - transform.position); transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * damping); }

function attack () { isItAttacking = true;

 transform.Translate(Vector3.forward * moveSpeed *Time.deltaTime);

}

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avatar image MaximusGuy · Jan 20, 2013 at 12:53 PM 0
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someone? plz?

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Answer by Griffo · Jan 20, 2013 at 01:03 PM

 var standOffDistance : float = 2;
 
 if((distance < attackRange) && (distance > standOffDistance))
 {
 attack ();
 }
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avatar image MaximusGuy · Jan 20, 2013 at 01:29 PM 0
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EDIT: It slows down when it gets close but it doesn't stop when I stop.

avatar image FL · Jan 20, 2013 at 02:20 PM 0
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You also need to check if Translate parameter won't make the enemy surpass the standOffDistance, if this surpass, clamp a maximum value.

avatar image MaximusGuy · Jan 20, 2013 at 06:12 PM 0
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And how do I do that? Sorry, i'm fairly new to scripting.

avatar image Griffo · Jan 20, 2013 at 06:55 PM 0
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It works for me -

 #pragma strict
 
     var distance : float;
     var target : Transform;    
     var lookAtDistance : int = 15.0;
     var attackRange : int = 10.0;
     var standOffDistance : float = 2;
     var moveSpeed : int = 5.0;
     var damping : int = 6.0;
 
     function Update () 
     {
     distance = Vector3.Distance(target.position, transform.position);
 
     if(distance < lookAtDistance)
     {
     lookAt ();
     }   
     if((distance < attackRange) && (distance > standOffDistance))
     {
     attack ();
     }
 }
 
 
 function lookAt ()
 {
 var rotation = Quaternion.LookRotation(target.position - transform.position);
 transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * damping);
 }
 
 function attack ()
 {
     transform.Translate(Vector3.forward * moveSpeed *Time.deltaTime);
 }
avatar image MaximusGuy · Jan 21, 2013 at 09:01 PM 0
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Got it now, thanks guys!

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