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Question by octolord · Apr 21, 2015 at 05:59 AM · javascriptenemyinvoketiming

Making Enemy Retreat

Hello! I'm trying to make an enemy retreat after so many seconds after it's spawned. I tested out the transform.position and the enemy moves straight towards, so I know that part works. However, when I tried to make the time delay happen by using invoke() code and putting the transform code in a custom function, the enemy remains where it was spawned.

  #pragma strict
     
     public var enemyspeed : float; //how fast enemy goes
     private var retreatPoint: Vector3; //holds the coordinates to the retreat point
     private var step : float; //speed *frames value
     
     function Awake () {
         // sets speed of enemy
         var step = enemyspeed * Time.deltaTime;
     }
     
     function Start () {
 //after 4 seconds, bunyip retreats
         Invoke ("BunyipRetreat", 4);
     }
     
     function Update () {
         //coordinates for retreatingpoint
             retreatPoint = Vector3(24,0,20);
         
     }
 
 //custom function
     function BunyipRetreat() {
 //moves bunyip to retreating point
         transform.position = Vector3.MoveTowards(transform.position,retreatPoint,step);
     }
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avatar image KdRWaylander · Apr 21, 2015 at 06:44 AM 0
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First of all you have some illogical things here in your code: - Awake will be called only once, you shouldn't put something whose value changes at every frame (Time.deltaTime) - Update is read at each frame, and you put something static in it, once you told the coordinates to the computer, it will remember it, you don't need to tell him back everytime.

Hence, you should but what is in your Awake, in your Update and what is in your Update in your Start (or Awake, but Start is enough here)

Ins$$anonymous$$d of invoke you can also make a timer (if you don't know how, there are a lot of answers here on Unity Answers), when you reach your timer, you set a bool to true. And in Update you add an if statement: if my bool about retreat i true, call the bunyipRetreat() function.

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Answer by DwaynePritchett · Apr 21, 2015 at 06:21 AM

I think MoveTowards needs to be in the Update function. Try this.

  #pragma strict
      
      public var enemyspeed : float; //how fast enemy goes
      private var retreatPoint: Vector3; //holds the coordinates to the retreat point
      private var step : float; //speed *frames value
      public var retreating : bool; //A trigger to see if retreating is true
      
      function Awake () {
          // sets speed of enemy
          var step = enemyspeed * Time.deltaTime;
      }
      
      function Start () {
  //after 4 seconds, bunyip retreats
          Invoke ("BunyipRetreat", 4);
      }
      
      function Update () {
          //coordinates for retreatingpoint
              retreatPoint = Vector3(24,0,20);
          if(retreating){
                   transform.position = Vector3.MoveTowards(transform.position,retreatPoint,step);
          }
      }
  
  //custom function
      function BunyipRetreat() {
      retreating = true;
 
      }



Note* I do not use UnityScript/JavaScript, so that might be broken terribly. But, I hope it gives you an idea of what you need to do.

-Dwayne Pritchett

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avatar image octolord · Apr 21, 2015 at 07:13 AM 0
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It worked!! Thank you very much!

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