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Question by Avaciin · Jul 10, 2014 at 07:59 PM · movementai

How to return an enemy to its original location after losing aggro?

So basically I have an enemy that, once you get close enough, will chase you around and try to attack you. Once you get far enough away, it will run back to where it was originally.

The issue I'm having is that once it runs back to where its starting point is, it just falls over and keeps running and falling over around that area.

Here's what I have for code for that section:

 if (inAggroRange()) {
         //In aggro range
             if (!inAttackRange()) {
                 chase();
             } else {
                 animation.CrossFade(animationAttack.name);
                 attack();

                 if (animation[animationAttack.name].time > 0.9 * animation[animationAttack.name].length) {
                     impacted = false;
                 }
             }
         } else if (!inAggroRange()){
             //Go back to home position
             if (!(transform.position == enemyHomePosition)) {
                 animation.CrossFade(animationRun.name);
                 transform.LookAt(enemyHomePosition);
                 controller.SimpleMove(transform.forward * speed);
             } else {
             //Enemy is at home position
                 animation.CrossFade(animationIdle.name);
             }
         }
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avatar image Graham-Dunnett ♦♦ · Jul 10, 2014 at 08:00 PM 1
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Is "spazzing out and going all bananas" some technical term? ;-)

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Answer by Tehnique · Jul 10, 2014 at 08:47 PM

I think your problem is here:

 if (!(transform.position == enemyHomePosition))

Try to make a "looser" comparisson, because it's possible that the enemy will never reach EXACTLY the position it started from (you're moving him in steps).

Calculate distance from current position to enemyHomePosition and if it is below an acceptable constant, set your enemy as idle.

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Answer by Avaciin · Jul 10, 2014 at 10:29 PM

This is how I fixed it:

 private readonly float maxDistanceToHomePosition = 0.6f; // change this value as you like

 ...

 if((transform.position - enemyHomePosition).magnitude > maxDistanceToHomePosition)
 {
 ...
 } 
 
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