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Question by Henrikues · May 05, 2014 at 07:40 AM · javascripttriggerswaypointsaccessing from any scriptaccessing scripts

Check which waypoint is closer

Hello there, I have house with waypoints on the corners outside of the house and a big collider around the whole house, i'm making a script to send my enemies to the waypoints, once it hits the big collider that contains the whole house:

 #pragma strict
 var wayPoint : Transform[];
 var distance = new Array();
 
 function OnTriggerEnter(other : Collider)
 {
     
     if (other.gameObject.tag=="Slasher"){
     var smallestDistance = [0,99999.99999];
         for (var i = 0; i < wayPoint.length - 1; i++){
             distance[i] = Vector3.Distance(wayPoint[i].position, other.transform.position);
             if (smallestDistance[1] > distance[i]){
                 smallestDistance[0] = i;        
                 smallestDistance[1] = distance[i];        
                 }
         }
         other.gameObject.GetComponent("follow1.js").target= wayPoint[smallestDistance[0]];
     }
     
 }

and this script is supposed to change the target of the zombie type and tag Slasher on the script "follow1.js", from the Player to the next waypoint, which is the closest waypoint.

my follow1.js is this one: var target : Transform; //the enemy's target var moveSpeed = 3; //move speed var rotationSpeed = 3; //speed of turning var range : float = 100; var range2 : float = 100; var stop : float = 1; var myTransform : Transform; //current transform data of this enemy function Awake() { myTransform = transform; //cache transform data for easy access/performance }

 function Start() {
     target = GameObject.FindWithTag("Player").transform; //target the player
     animation.wrapMode = WrapMode.Loop;
 }
      
 function Update() {
     //rotate to look at the player
     var distance = Vector3.Distance(myTransform.position, target.position);
     if (distance <= range2 && distance >= range) {
         myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
         Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed * Time.deltaTime);
         myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
         animation.CrossFade("Walk");
     } else if (distance <= range && distance > stop) { 
     //move towards the player
         myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
         Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed * Time.deltaTime);
         myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
         animation.CrossFade("Walk");
     } else if (distance <= stop) {
         myTransform.rotation = Quaternion.Slerp(myTransform.rotation, Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed * Time.deltaTime);
         this.animation.CrossFade("Attack");
     }
 }

which will be replaced for another script, with the same name.

However, i'm having two errors:

  1. Assets/Scripst Colliders/BigCubeCollider.js(17,61): BCE0019: 'target' is not a member of 'UnityEngine.Component'.

  2. Assets/Scripst Colliders/BigCubeCollider.js(12,49): BCE0051: Operator '>' cannot be used with a left hand side of type 'float' and a right hand side of type 'Object'.

What should I do with it? please, help

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Answer by Henrikues · May 05, 2014 at 04:55 PM

I got it to work, but how do I select the script I'm changing on follow1.target, to something like other.follow1.target, to change the target of the character that collides? here's my code: #pragma strict var wayPoint : Transform[]; var distance : float[];

 function OnTriggerEnter(other : Collider)
 {
     Debug.Log("enter");
     if (other.gameObject.tag=="Slasher"){
     var smallestDistance =  9999.9999;
     var smallestI = 0;
         for (var i = 0; i < wayPoint.length - 1; i++){
             distance[i] = parseFloat(Vector3.Distance(wayPoint[i].position, other.transform.position));
             if (smallestDistance > distance[i]){
                 smallestI = i;        
                 smallestDistance = distance[i];        
                 }
         }
         follow1.target = wayPoint[smallestI];
     }
     
 }
 
 
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