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Question by CrilleStyles · May 29, 2014 at 01:38 PM · aiflying

My AI is flying when I jump

How can I change my script so the Enemy doesn't fly when I'm above it?

 var target : Transform; //the enemy's target
 var moveSpeed = 3; //move speed
 var rotationSpeed = 3; //speed of turning
  
 var myTransform : Transform; //current transform data of this enemy
  
 function Awake()
 {
     myTransform = transform; //cache transform data for easy access/preformance
 }
  
 function Start()
 {
      target = GameObject.FindWithTag("Player").transform; //target the player
  
 }
  
 function Update () {
     //rotate to look at the player
     myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
     Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
  
     //move towards the player
     myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
 }
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Answer by Andres-Fernandez · May 29, 2014 at 01:49 PM

Instead of using target.position - myTransform.position to obtain the lookrotation, use another Vector3 that has the same vertical position of the enemy transform. Something like this:

 Vector3 newTargetPosition = new Vector3(target.position.x, myTransform.position.y, target.position.z);

Then, use it in the Quaternion.LookRotation as this:

 Quaternion.LookRotation(newTargetPosition - myTransform.position)


[EDIT] forgot to mention that my code is in C#...

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avatar image CrilleStyles · May 29, 2014 at 09:24 PM 0
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About where should I use it, I'm tired and trying to read and my code doesn't look so good

 var target : Transform; //the enemy's target
 var moveSpeed = 3; //move speed
 var rotationSpeed = 3; //speed of turning
  
 var myTransform : Transform; //current transform data of this enemy
  
 function Awake()
 {
     myTransform = transform; //cache transform data for easy access/preformance
 }
  
 function Start()
 {
      target = GameObject.FindWithTag("Player").transform; //target the player
      Vector3 newTargetPosition = new Vector3(target.position.x, myTransform.position.y, target.position.z);
  //THAT ONE
 }
  
 function Update () {
     //rotate to look at the player
     myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
     Quaternion.LookRotation(newTargetPosition - myTransform.position), rotationSpeed*Time.deltaTime);
  //AND THAT
     //move towards the player
     myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
 }
avatar image Andres-Fernandez · May 29, 2014 at 09:26 PM 0
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In the update function, make it the first line inside the function. And I believe you need to translate it to JavaScript. It should be something like this:

 var newTargetPosition: Vector3 = new Vector3(target.position.x, myTransform.position.y, target.position.z);
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Answer by JohnnySunshine · May 29, 2014 at 01:52 PM

Depending on your game, you could remove the y component of the movement vector:

 Vector3 movement = myTransform.forward * moveSpeed * Time.deltaTime;
 movement = new Vector3(movement.x, 0, movement.z);
 myTransform.position += movement;

Or you could add a CharacterController to the AI, but that's a tad bit harder and probably slower, but it would use the level geometry (if you have any).

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avatar image CrilleStyles · May 29, 2014 at 09:19 PM 0
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Where in the code should I paste it? (Tired and confused right now)

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