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Question by gallant1357 · Oct 21, 2018 at 02:02 PM · aienemywaypoint

How can i make the ai stop at every waypoint for a few seconds?

Making an stealth game where enemy have a cone field of view, and have a set waypoint. Followed the unity doc for the waypoints for enemy, but i cant seems to figure out how to make the enemy stop for a few seconds at every waypoint. This code below is the one from Unity doc.

 public Transform[] points;
 private int destPoint = 0;
 
 void Start()
     {
         //other line of codes....
 
 
 
         agent.autoBraking = false;
         GotoNextPoint();
     }
 
 void GotoNextPoint()
     {
         if (points.Length == 0)
             return;
 
         agent.destination = points[destPoint].position;
         destPoint = (destPoint + 1) % points.Length;
     }
 
     void Update()
     {
         
         if (!agent.pathPending && agent.remainingDistance < 0.5f)
         {
                 GotoNextPoint();    
         }
         
     }


I have tried different mention, such as:

private waitTime;

public startWaitTime;

do a Time.deltatime, then put if(waitTime <=0).... it works that he stay at that waypoint for a few seconds, but hes not standing still, but circling around the waypoint then move on to the other.

i have also did agent.speed =0 when at waypoint, and agent.speed = 3 when the waitTime is <=0, but doing it this way, the ai will only follow the player when hes moving to the next waypoint.

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Answer by Hellium · Oct 21, 2018 at 02:42 PM

Haven't tested the following script but give it a try

  public Transform[] points;
  public float waitDuration = 5f;
  private int destPoint = 0;
  private float waitTimer;
 
  void Start()
  {
      //other line of codes....
 
 
 
      agent.autoBraking = false;
      GotoNextPoint();
  }
 
  void GotoNextPoint()
  {
      if (points.Length == 0)
          return;
 
      agent.destination = points[destPoint].position;
      destPoint = (destPoint + 1) % points.Length;
  }
 
  void Update()
  {
      if (!agent.pathPending && agent.remainingDistance < agent.stoppingDistance * 1.1f ) // or keep < 0.5f if you want
      {
              waitTimer += Time.deltaTime;
              if( waitTimer > waitDuration )
              {
                  waitTimer = 0 ;
                  GotoNextPoint();    
              }
      }
      
  }
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avatar image gallant1357 · Oct 21, 2018 at 03:39 PM 0
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it have the same result, going into the waypoint, co$$anonymous$$g back out, again and again until the timer reach 0.

avatar image Hellium gallant1357 · Oct 21, 2018 at 03:57 PM 0
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Can you indicate the valued you gave to stoppingDistance and speed?

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