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Question by biscuitc0der · Aug 30, 2016 at 05:06 PM · javascriptwaitforsecondsdelaymovinggameobject

JS WaitForSeconds Not Working?

I'm new to programming so sorry if I missed anything but I need a way to delay a transform by a bit. Yet, every time I run this code all that happens is the Enemy (what the code is controlling) goes up the z axis. What am I doing wrong.

Code:

 var Distance;
 var Target : Transform;
 var lookAtDistance = 25.0;
 var chaseRange = 15.0;
 var attackRange = 1.5;
 var moveSpeed = 5.0;
 var Damping = 6.0;
 var attackRepeatTime = 1;
 var theBullet : Rigidbody;
 var Speed = 120;
 var PaintballGun : Transform;
 var juke = 40;
 var jukeJudge;
 var TheDammage = 40;
 var enemyPaintball : Transform;
 var paintballShot : AudioClip;
 
 private var attackTime : float;
 
 var controller : CharacterController;
 var gravity : float = 20.0;
 private var MoveDirection : Vector3 = Vector3.zero;
 
 function Start ()
 {
     attackTime = Time.time;
 }
 
 function Update ()
 {
     enemyPaintball = GameObject.Find("Bullet(Clone)").transform;
     Distance = Vector3.Distance(Target.position, transform.position);
     jukeJudge = Vector3.Distance(enemyPaintball.position, transform.position);
     
     if (juke >= jukeJudge)
     {
         jukeFunc();
     }
     
     if (Distance < lookAtDistance)
     {
         lookAt();
     }
     
     if (Distance > lookAtDistance)
     {
         GetComponent.<Renderer>().material.color = Color.green;
     }
 
     if (Distance < attackRange)
     {
         attack();
     }
     else if (Distance < chaseRange)
     {
         chase ();
     }
 }
 
 function lookAt ()
 {
     GetComponent.<Renderer>().material.color = Color.yellow;
     var rotation = Quaternion.LookRotation(Target.position - transform.position);
     transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * Damping);
 }
 
 function jukeFunc () {
     {
         GetComponent.<Renderer>().material.color = Color.blue;
     
         transform.position.x += 1;
         delay();
         transform.position.x -= 2;
         delay();
         transform.position.x += 1;
         delay();
         transform.position.z += 1;
         delay();
         transform.position.z -= 1;
         delay();
         enemyPaintball = GameObject.Find("Bullet(Clone)").transform;
         attack();
     }
 }
 
 function delay () {
    
     yield WaitForSeconds(1.0);
 
 }
 
 function chase ()
 {
     GetComponent.<Renderer>().material.color = Color.red;
 
     
     moveDirection = transform.forward;
     moveDirection *= moveSpeed;
     
     moveDirection.y -= gravity * Time.deltaTime;
     controller.Move(moveDirection * Time.deltaTime);
 }
 
 function attack ()
 {
 
         PaintballGun.GetComponent.<Animation>().Play("Shooting");
         GetComponent.<AudioSource>().PlayOneShot(paintballShot, 1.0);
         Debug.Log("enemy ai sound played.");
         
         var clone = Instantiate(theBullet, transform.position, transform.rotation);
         clone.velocity = transform.TransformDirection(Vector3(0, 0, Speed));
         
         Destroy (clone.gameObject, 8);
         Debug.Log("The Enemy Has Attacked");
 }
 
 function ApplyDammage ()
 {
     chaseRange += 30;
     moveSpeed += 2;
     lookAtDistance += 40;
 }

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Answer by Jason2014 · Dec 16, 2016 at 08:17 PM

Try replacing "delay" function call with WaitForSeconds method. In this case it's possible that "delays" works all in one time, that's because this couldn't work properly.

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