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Question by Supershandy · May 06, 2013 at 10:49 AM · javascriptvector3aifloatoperator

Operator cannot be used with left hand side of type....

I'm having a little brain racking problem, Basically i'm trying to determine the future position of an enemy object, now I think I have the code right in principle, however the Unity console is throwing up an error that I can't seem to fix or have no idea of where to start.

Here is the code section: -

 if (Vector3.Distance(Target.position, transform.position) <= RadarRange || Vector3.Angle(Target.position, transform.position) < 10)
     {
         var EnemySpeed = Target.GetComponent(FriendlyAI).InterceptSpeed;
         var TargetFuturePosition : Vector3 = Target.position + EnemySpeed;
         var FutureDirection : Vector3 = TargetFuturePosition - transform.position;
         transform.Translate (0, 0, InterceptSpeed * Time.deltaTime);
         var lookFutureRotation = Quaternion.LookRotation (FutureDirection);
         transform.rotation = Quaternion.Slerp(rotation, lookFutureRotation, TurnSpeed * Time.deltaTime);
         transform.Rotate (0,0, -angle * Roll);
         IsIntercepting = true;
         IsPatrolling = false;
         IsEvading = false;
         IsAttacking = false;
     }

The problem is in the FutureTargetDirection variable, the Unity console is saying that I cannot use the operator + with the left hand side of type Vector 3 and the right hand side of float.

I don't want to go down the road of rigidbodies since i've tried using them and they didn't like how they acted in my game, so I decided to use transform.translate and rotation for movement.

I've tried changing the float to int and that came up with the same error.

Oh, I should also mention that EnemySpeed is taking a variable from the other enemy AI script.

Help?

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Answer by VivekD · May 06, 2013 at 12:15 PM

Your problem here is you are trying to add two different data-types : Vector3 and float.

If you know the direction vector of the target gameobject you can get the future position this way :

 var EnemySpeed = Target.GetComponent(FriendlyAI).InterceptSpeed;
        var TargetFuturePosition : Vector3 = Target.position + TargetDirecion*EnemySpeed;
        var FutureDirection : Vector3 = TargetFuturePosition - transform.position;

where TargetDirecion is a Vector3 variable.

Hope this helps.

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avatar image Supershandy · May 06, 2013 at 12:48 PM 0
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Thanks, I'd already worked out the position of the enemy object in the Intercept/Pursuit section before the if statements, so by adding that variable (which was Vector3) in place of TargetDirection as you suggested, it worked perfectly :D

I'd already figured I'd been trying to add two different data-types, I just couldn't figure out how to solve the problem.

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