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Question by Tommy · May 31, 2011 at 11:40 AM · waypointsfpstutorialstops

"SendMessage SetSpeed has no receiver!" error. FPS tutorial AI. (Img)

Im' going to try this question once again.

Hey! Iv'e got a real strange problem here that i can't figure out at all. Help me out here!

So the problem is that iv'e got a couple of characters following a AI script (The one from the FPS tutorial), until they are selected, then you control them using the keyboard, then when deselected it follows the AI instead.

My intention is to make the character keep following the waypoints.

Iv'e made a small painting of my own below, the red it's route and where it stops, maybe it help... I get error "SendMessage SetSpeed has no receiver!", on line 53 in the script. (Marked it)

The image: http://imageshack.us/f/805/thewooth.jpg/

It stops right there, eaven if you remove the waypoints with blue above it, so it hasn't got something to do with them.

The code (AI): var speed = 3.0; var rotationSpeed = 5.0; var shootRange = 15.0; var attackRange = 30.0; var shootAngle = 4.0; var dontComeCloserRange = 5.0; var delayShootTime = 0.35; var pickNextWaypointDistance = 2.0; var target : Transform; //static var larsan = target; var objektnamn : GameObject; private var lastShot = -10.0;

 // Make sure there is always a character controller
 @script RequireComponent (CharacterController)
 
 //function Awake() {
 // target = transform;
 //}
 
 function Start () {
 if (!this.enabled) return;
 
     // Auto setup player as target through tags
     if (target == null && GameObject.FindWithTag("Player"))
         target = GameObject.FindWithTag("Player").transform;
 
     Patrol();
 }
 
 function Patrol () {
 if (!this.enabled) return;
 
     var curWayPoint = AutoWayPoint.FindClosest(transform.position);
     while (true) {
         var waypointPosition = curWayPoint.transform.position;
         // Are we close to a waypoint? -> pick the next one!
         if (Vector3.Distance(waypointPosition, transform.position) < pickNextWaypointDistance)
             curWayPoint = PickNextWaypoint (curWayPoint);
 
         // Attack the player and wait until
         // - player is killed
         // - player is out of sight     
         if (CanSeeTarget ())
             yield StartCoroutine("AttackPlayer");
 
         // Move towards our target
         MoveTowards(waypointPosition);  //Error here!
 
         yield;
     }
 }
 
 
 function CanSeeTarget () : boolean {
 if (!this.enabled) return;
 
     if (Vector3.Distance(transform.position, target.position) > attackRange)
         return false;
 
     var hit : RaycastHit;
     if (Physics.Linecast (transform.position, target.position, hit))
         return hit.transform == target;
 
     return false;
 }
 
 function Shoot () {
 if (!this.enabled) return;
 
     // Start shoot animation
     animation.CrossFade("shoot", 0.3);
 
     // Wait until half the animation has played
     yield WaitForSeconds(delayShootTime);
 
     // Fire gun
     BroadcastMessage("Fire");
 
     // Wait for the rest of the animation to finish
     yield WaitForSeconds(animation["shoot"].length - delayShootTime);
 }
 
 function AttackPlayer () {
 if (!this.enabled) return;
 
     var lastVisiblePlayerPosition = target.position;
     while (true) {
         if (CanSeeTarget ()) {
             // Target is dead - stop hunting
             if (target == null)
                 return;
 
             // Target is too far away - give up 
             var distance = Vector3.Distance(transform.position, target.position);
             if (distance > shootRange * 3)
                 return;
 
             lastVisiblePlayerPosition = target.position;
             if (distance > dontComeCloserRange)
                 MoveTowards (lastVisiblePlayerPosition);
             else
                 RotateTowards(lastVisiblePlayerPosition);
 
             var forward = transform.TransformDirection(Vector3.forward);
             var targetDirection = lastVisiblePlayerPosition - transform.position;
             targetDirection.y = 0;
 
             var angle = Vector3.Angle(targetDirection, forward);
 
             // Start shooting if close and play is in sight
             if (distance < shootRange && angle < shootAngle)
                 yield StartCoroutine("Shoot");
         } else {
             yield StartCoroutine("SearchPlayer", lastVisiblePlayerPosition);
             // Player not visible anymore - stop attacking
             if (!CanSeeTarget ())
                 return;
         }
 
         yield;
     }
 }
 
 function SearchPlayer (position : Vector3) {
 if (!this.enabled) return;
 
     // Run towards the player but after 3 seconds timeout and go back to Patroling
     var timeout = 3.0;
     while (timeout > 0.0) {
         MoveTowards(position);
 
         // We found the player
         if (CanSeeTarget ())
             return;
 
         timeout -= Time.deltaTime;
         yield;
     }
 }
 
 function RotateTowards (position : Vector3) {
 if (!this.enabled) return;
 
     SendMessage("SetSpeed", 0.0);
 
     var direction = position - transform.position;
     direction.y = 0;
     if (direction.magnitude < 0.1)
         return;
 
     // Rotate towards the target
     transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(direction), rotationSpeed * Time.deltaTime);
     transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0);
 }
 
 function MoveTowards (position : Vector3) {
 if (!this.enabled) return;
 
     var direction = position - transform.position;
     direction.y = 0;
     if (direction.magnitude < 0.5) {
         SendMessage("SetSpeed", 0.0);
         return;
     }
 
     // Rotate towards the target
     transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(direction), rotationSpeed * Time.deltaTime);
     transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0);
 
     // Modify speed so we slow down when we are not facing the target
     var forward = transform.TransformDirection(Vector3.forward);
     var speedModifier = Vector3.Dot(forward, direction.normalized);
     speedModifier = Mathf.Clamp01(speedModifier);
 
     // Move the character
     direction = forward * speed * speedModifier;
     GetComponent (CharacterController).SimpleMove(direction);
 
     SendMessage("SetSpeed", speed * speedModifier, SendMessageOptions.DontRequireReceiver);
 }
 
 function PickNextWaypoint (currentWaypoint : AutoWayPoint) {
 if (!this.enabled) return;
 
     // We want to find the waypoint where the character has to turn the least
 
     // The direction in which we are walking
     var forward = transform.TransformDirection(Vector3.forward);
 
     // The closer two vectors, the larger the dot product will be.
     var best = currentWaypoint;
     var bestDot = -10.0;
     for (var cur : AutoWayPoint in currentWaypoint.connected) {
         var direction = Vector3.Normalize(cur.transform.position - transform.position);
         var dot = Vector3.Dot(direction, forward);
         if (dot > bestDot && cur != currentWaypoint) {
             bestDot = dot;
             best = cur;
         }
     }
 
     return best;
 }
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avatar image Ray-Pendergraph · May 31, 2011 at 11:49 AM 0
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Well, you have posted a lot of code and asked a very broad question in the form of a statement. $$anonymous$$aybe you can try to narrow it a bit. Is the problem that you are getting the message that's in the title of this post (and that is causing the script to malfunction)? If so you could narrow the scope of this question around the intended receiver of the SetSpeed message. Unity is telling you that you think you have a component that is going to receive this message ( has a SetSpeed method) when if fact you do not. Who did you intend that message to go to?

avatar image Tommy · May 31, 2011 at 12:28 PM 0
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I belived that posting the full script might be the best, since i haven't looked through the whole script myself, since i didn't write it. (It's the script from the FPS tutorial). Yes, that is the problem. That's what i thought, problem is that i'm not quite sure what component in the FPS tutorial that it's supposed to send to, since i only use this AI script to follow the waypoints, i don't need it to attack any enemies or shoot or stuff like that. Hope this will clear some stuff up! Thanks for you help!

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Answer by Edy · May 31, 2011 at 05:36 PM

You are sending a message to the same GameObject that contains this script. This mean that this GameObject must have attached some other script that contains a function named SetSpeed so the message could be delivered. Something like this:

 function SetSpeed(value : float)
     {
     speed = value;
     }

So the most probable cause for that error is that you forgot to add some other script to the GameObject. Or maybe you should just add the previous function to the script where the character variables are defined (speed, rotationSpeed, etc).

If you are sure that you don't need to use the SetSpeed message, then you can make all the SendMessage functions not to require a receiver:

 SendMessage("SetSpeed", 0, SendMessageOptions.DontRequireReceiver);
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avatar image Tommy · Jun 01, 2011 at 04:02 PM 0
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Doing this, the last option you came up with (Send$$anonymous$$essage("SetSpeed", 0, Send$$anonymous$$essageOptions.DontRequireReceiver);)removes the error i get, but it still stop's at the same place. Obvisuly i need the Send$$anonymous$$essage, but i can't figure out what component i'll need to attach. Or whatfore. Thank you for your answer! Sorry bout' the spelling, im tierd.

avatar image Edy · Jun 02, 2011 at 08:07 AM 0
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The script you posted seems to be controlling the IA of the character. Thus, your character should have some script where you could give the basic movement instructions (set speed, set direction, etc). The IA script must be able to communicate with your character in order to make it move at the specified speed. So you need to implement the function SetSpeed somewhere in your character's script. This function will be invoked at the Send$$anonymous$$essage calls.

avatar image Tommy · Jun 04, 2011 at 09:55 AM 0
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Well, since the script moves at the beginning, and it works fine in other scenes, with the same gameobject and the same script, it's moving somehow. No other movement script is attached. But as you say, i belive a simple movement script would do the trick, reciving speed and rotationspeed from the AI. Thank you, and sorry for slow post-backs.

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