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Question by gameshark123 · Jun 28, 2016 at 06:09 PM · scripting problemprefabs

How do I set a default target?

My "EnemyBasic" prefab is set to spawn in waves and successfully does but they need a target variable that is a transform type to have the "player" set, this way they move in a line towards the player. When they spawn, the player isn't set in the target variable because you can't save it in a prefab for some reason. Could I use a line of code in the wave spawn to set their target to the player? And if so, how? Thanks!

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avatar image Mindmapfreak · Jun 28, 2016 at 07:10 PM 0
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You can most certainly do this via code, but to give a more specific answer you should post some of your code.

avatar image gameshark123 · Jun 29, 2016 at 10:40 PM 0
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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 theDammage = 5;

var attackRepeatTime = 1; private var attackTime : float;

var Controller : CharacterController; var Gravity : float = 20; private var $$anonymous$$oveDurection : Vector3 = Vector3.zero;

function Start() { target = GameObject.Find("player"); attackTime = Time.time; Debug.Log("Start function has been run!"); }

function Update () {

 if (Respawn$$anonymous$$enu.playerIsDead == false)
     {
         Distance = Vector3.Distance(Target.position, transform.position);

         if (Distance < lookAtDistance)
         {
         lookAt();
         } 
         
         if (Distance > lookAtDistance)
         {
             renderer.material.color = Color.green;
         }
         
         if (Distance < attackRange)
         {
         attack();
         }
         else if(Distance < chaseRange)
         {
             chase();
         }
         

// if (Target != "player") // { // target = GameObject.Find("player"); // } } }

function lookAt() { renderer.material.color = Color.yellow; var rotation = Quaternion.LookRotation(Target.position - transform.position); transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * Damping); }

function chase() { renderer.material.color = Color.red;

 moveDirection = transform.forward;
 moveDirection *= moveSpeed;
 
 moveDirection.y -= Gravity * Time.deltaTime;
 Controller.$$anonymous$$ove(moveDirection * Time.deltaTime);

}

function attack() { if (Time.time > attackTime) { Target.Send$$anonymous$$essage("ApplyDammage", theDammage, Send$$anonymous$$essageOptions.DontRequireReceiver); Debug.Log("The enemy has attacked"); attackTime = Time.time + attackRepeatTime; } }

function ApplyDammage() { chaseRange += 30; moveSpeed +=2; lookAtDistance += 40; }

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Answer by PrisVas · Jun 28, 2016 at 07:48 PM

On the script that is attached to your "EnemyBasic" on the Start Function:

 void Start() {
         target = GameObject.Find("The Name Of Your Player");
     }
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avatar image gameshark123 · Jun 29, 2016 at 10:39 PM 0
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That didn't work for me when I tried it. I put a Debug.Log after it and the line of code is being run, just not working right.

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Answer by UrielKane · Jun 30, 2016 at 05:19 AM

Like PrisVas Say you should use a GamObject.Find() or GamObject.FindWithTag(). But what you are miss here is that the target variable is a transform type not a gameobject type. So to solve this problem you ned to get the compent via GetComponent.<>(); comandline. Something like this.

 var target : Transform;
 
 function Start () {
     target = GameObject.Find("Player").GetComponent.<Transform>();
 }

This should work.

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