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FPS tutorial's AI Character Controllers to RigidBody
I am making a FPS game. I went through a FPS - tutorial, one with a robot, a sentry gun, a machine gun and a rocket launcher. I do not know if that made it clear which one it is but...
I have an enemy robot. Not the same robot, another I have for my own game. It is to be walking between waypoints, shoot at players when they get too close, and they are to have RigidBodies in case player shoots them with a rocket-launcher. I was using the waypoints and AI script from the tutorial, and then I tried adding RigidBody to make it fly when blasted.
The AI script is as follows:
var speed = 3.0; var rotationSpeed = 5.0; var shootRange = 15.0; var attackRange = 30.0; var shootAngle = 4.0; var dontComeCloserRange = 5.0; var delayShootTime = 0.35; var pickNextWaypointDistance = 2.0; var target : Transform;
private var lastShot = -10.0;
// Make sure there is always a character controller @script RequireComponent (CharacterController)
function Start () { // Auto setup player as target through tags if (target == null && GameObject.FindWithTag("Player")) target = GameObject.FindWithTag("Player").transform;
Patrol();
}
function Patrol () { var curWayPoint = AutoWayPoint.FindClosest(transform.position); while (true) { var waypointPosition = curWayPoint.transform.position; // Are we close to a waypoint? -> pick the next one! if (Vector3.Distance(waypointPosition, transform.position) < pickNextWaypointDistance) curWayPoint = PickNextWaypoint (curWayPoint);
// Attack the player and wait until // - player is killed // - player is out of sight if (CanSeeTarget ()) yield StartCoroutine("AttackPlayer");
// Move towards our target
MoveTowards(waypointPosition);
yield;
}
}
function CanSeeTarget () : boolean { if (Vector3.Distance(transform.position, target.position) > attackRange) return false;
var hit : RaycastHit; if (Physics.Linecast (transform.position, target.position, hit)) return hit.transform == target;
return false;
}
function Shoot () { /*// Start shoot animation animation.CrossFade("shoot", 0.3);
// Wait until half the animation has played yield WaitForSeconds(delayShootTime);
// Fire gun BroadcastMessage("Fire");
// Wait for the rest of the animation to finish yield WaitForSeconds(animation["shoot"].length - delayShootTime);*/
}
function AttackPlayer () { var lastVisiblePlayerPosition = target.position; while (true) { if (CanSeeTarget ()) { // Target is dead - stop hunting if (target == null) return;
// Target is too far away - give up var distance = Vector3.Distance(transform.position, target.position); if (distance > shootRange * 3) return;
lastVisiblePlayerPosition = target.position;
if (distance > dontComeCloserRange)
MoveTowards (lastVisiblePlayerPosition);
else
RotateTowards(lastVisiblePlayerPosition);
var forward = transform.TransformDirection(Vector3.forward);
var targetDirection = lastVisiblePlayerPosition - transform.position;
targetDirection.y = 0;
var angle = Vector3.Angle(targetDirection, forward);
// Start shooting if close and play is in sight
if (distance < shootRange && angle < shootAngle)
yield StartCoroutine("Shoot");
} else {
yield StartCoroutine("SearchPlayer", lastVisiblePlayerPosition);
// Player not visible anymore - stop attacking
if (!CanSeeTarget ())
return;
}
yield;
}
}
function SearchPlayer (position : Vector3) { // Run towards the player but after 3 seconds timeout and go back to Patroling var timeout = 3.0; while (timeout > 0.0) { MoveTowards(position);
// We found the player if (CanSeeTarget ()) return;
timeout -= Time.deltaTime;
yield;
}
}
function RotateTowards (position : Vector3) { //SendMessage("SetSpeed", 0.0);
var direction = position - transform.position; direction.y = 0; if (direction.magnitude < 0.1) return;
// Rotate towards the target transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(direction), rotationSpeed * Time.deltaTime); transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0);
}
function MoveTowards (position : Vector3) { var direction = position - transform.position; direction.y = 0; if (direction.magnitude < 0.5) { //SendMessage("SetSpeed", 0.0); return; }
// Rotate towards the target transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(direction), rotationSpeed * Time.deltaTime); transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0);
// Modify speed so we slow down when we are not facing the target var forward = transform.TransformDirection(Vector3.forward); var speedModifier = Vector3.Dot(forward, direction.normalized); speedModifier = Mathf.Clamp01(speedModifier);
// Move the character direction = forward speed speedModifier; GetComponent (CharacterController).SimpleMove(direction);
SendMessage("SetSpeed", speed * speedModifier, SendMessageOptions.DontRequireReceiver);
}
function PickNextWaypoint (currentWaypoint : AutoWayPoint) { // We want to find the waypoint where the character has to turn the least
// The direction in which we are walking var forward = transform.TransformDirection(Vector3.forward);
// The closer two vectors, the larger the dot product will be. var best = currentWaypoint; var bestDot = -10.0; for (var cur : AutoWayPoint in currentWaypoint.connected) { var direction = Vector3.Normalize(cur.transform.position - transform.position); var dot = Vector3.Dot(direction, forward); if (dot > bestDot && cur != currentWaypoint) { bestDot = dot; best = cur; } }
return best;
}
There was my problem. The moment I added RigidBody, the thing started shaking unpredictably, straying from it's path, instant turning and doing small bugged jumps instead of the steady controlled movement it should be doing.
Do you have any idea what I can do to make the enemy I want?
Sincerely, PlatinumSkink.
And how do I choose what areas in the question will be the displayed code?
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