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Question by thobias12 · Jul 08, 2016 at 12:23 PM · scripting problemdetectionenemy ai

My AI Script is not working fully.

Hello, i have been creating a script for a advancedAI, but can't get it to work fully, so i want the AI to detect when i for example hit it and start chasing me, but it does not seem to be able to detect me when i hit it.

Script here.

using UnityEngine; using System.Collections;

public class AdvancedEnemyAI : MonoBehaviour{

 public int health = 100;
 public float viewRange = 25f;
 public float attackRange = 5f;

 public bool isChasing = false;

 public Transform playerTransform;

 private NavMeshAgent agent;

 private void Start()
 {
     agent = GetComponent<NavMeshAgent>(); // Find the Component "NavMeshAgent"
 }

 private void Update()
 {
     Ray ray = new Ray(transform.position, Vector3.forward);
     RaycastHit hitInfo;

     CheckHealth();

     if(Physics.Raycast(ray, out hitInfo, viewRange))
     {
         if(hitInfo.collider.tag == "Player")
         {
             if (isChasing == false)
             {
                 isChasing = true;

                 if(playerTransform == null)
                 {
                     playerTransform = hitInfo.collider.GetComponent<Transform>();
                 }
             }
         }
     }

     if (Physics.Raycast(ray, out hitInfo, attackRange))
     {

     }

     Debug.DrawRay(ray.origin, ray.direction * viewRange, Color.red);

     if (isChasing == true)
     {
         agent.SetDestination(playerTransform.position);
     }
 }

 public void TakeDamage(int damage)
 {
     health -= damage;
     Debug.Log("Enemy took damage and now has " + health + "health!");
 }

 private void CheckHealth()
 {
     if(health <= 0)
     {
         Destroy(gameObject);
     }
 }

}

And the Detecting Script here

using UnityEngine; using System.Collections;

public class PlayerDetector : MonoBehaviour {

 private Transform playerDetectoTransform;

 private AdvancedEnemyAI advancedEnemyAI;

 private void Start()
 {
     advancedEnemyAI = GetComponentInParent<AdvancedEnemyAI>();
 }

 private void OnTriggerEneter(Collider target)
 {
     if (target.tag == "Player")
     {
         playerDetectoTransform = target.GetComponent<Transform>();

         if(advancedEnemyAI.playerTransform == null)
         {
             advancedEnemyAI.playerTransform = playerDetectoTransform;
         }
     }
 }

}

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Answer by PrisVas · Jul 08, 2016 at 04:58 PM

First: I would change something in your script. Its sees be a lot of unecessary stuff. Don't you get a compilation error? OnTriggerEneter is written wrong. It´s OnTriggerEnter.

Check if your player has a rigidybody and a cillider. Check if your enemy has a it too. Verify the "Is Trigger" option in both objects. Read more about both below https://docs.unity3d.com/ScriptReference/Collider-isTrigger.html

https://docs.unity3d.com/ScriptReference/Collision.html

Here´s what I would do: Uncheck the "Is Trigger" on both objects. Rigidbody on both objects. And this script in your enemy:

 using UnityEngine; using System.Collections;
 
 public class AdvancedEnemyAI : MonoBehaviour{
 public int health = 100;
  public float viewRange = 25f;
  public float attackRange = 5f;
  public bool isChasing = false;
  public Transform playerTransform;
  private NavMeshAgent agent;
 
  private void Start()
  {
      agent = GetComponent<NavMeshAgent>(); // Find the Component "NavMeshAgent"
  }
 
  private void Update()
  {
      Ray ray = new Ray(transform.position, Vector3.forward);
      RaycastHit hitInfo;
      //CheckHealth();
      //if(Physics.Raycast(ray, out hitInfo, viewRange))
      //{
          //if(hitInfo.collider.tag == "Player")
          //{
              //if (isChasing == false)
              //{
                  //isChasing = true;
                  //if(playerTransform == null)
                  //{
                      //playerTransform = hitInfo.collider.GetComponent<Transform>();
                  //}
              //}
          //}
      //}
 
      if (Physics.Raycast(ray, out hitInfo, attackRange))
      {
 
      }
      Debug.DrawRay(ray.origin, ray.direction * viewRange, Color.red);
 
      if (isChasing == true)
      {
          agent.SetDestination(playerTransform.position);
      }
  }
 
  void OnCollisionEnter(Collision target)
  {
      if (target.tag == "Player")
      {
          playerDetectoTransform = target.GetComponent<Transform>();
          if(advancedEnemyAI.playerTransform == null)
          {
              advancedEnemyAI.playerTransform = playerDetectoTransform;
          }
      }
  }
 
  //public void TakeDamage(int damage)
  //{
      //health -= damage;
      //Debug.Log("Enemy took damage and now has " + health + "health!");
 //}
 // Call you where you used to call TakeDamage
  public  void CheckHealth(int damage)
  {
      if(health <= 0)
      {
          Destroy(gameObject);
      }
      else
      {
           health -= damage;
           Debug.Log("Enemy took damage and now has " + health + "health!");
      }
  }



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avatar image thobias12 · Jul 08, 2016 at 05:45 PM 0
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So i have been working a bit on the script since i posted it here, and made the AI do damage to me and make him wander around automatically. And thanks to you, my problem that i had with him not detecting me got half fixed. But not everything, he now detects me when i hit him but stops chasing me after hitting me once. If you could take a look i would appreciate it.

Script here: http://pastebin.com/XXb24n8Q

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