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How can I make companion npcs follow the player's path, ala Chrono Trigger?
I'm looking to recreate the behaviour seen in this video at around 5.37, where you can see the companion NPC exactly following the player's path, but at a delay.
What I'm not looking for:
NPCs translating or vector3.movetoward or controller.move -ing etc. directly towards the player's transform.position (or to a radius or trigger sphere around the player's transform.position).
NPCs using navmesh to find their way towards the player's transform.position (or to a radius or trigger sphere around the player's transform.position).
NPCs following breadcrumbs dropped by the player character as they move around.
I'm a moderately skilled c# beginner - I can get the nav mesh running, I can set up state machines, I can instantiate rigidbodies and give 'em velocities, etc... But I'm totally unsure how I should start programming this system.
Can anybody suggest some ideas?
Much obliged!
--Rev
Answer by Zodiarc · Jun 05, 2014 at 12:31 PM
Well i don't know if it would work but my idea is you use the smooth follow script from unity and let it follow the player as long as the moving direction is unchanged.
If the player changes the direction, he spawns a waypoint (an empty for example) at the position of the direction change and you set the follow target to this waypoint.
If the following character reaches the waypoint, you set the target to the player again.
If all following characters are past this waypoint, it should be deleted.
Answer by haim96 · Jun 05, 2014 at 12:38 PM
i'm using this in my game. with some tweaks i got smooth follow the leader when the follower is lagging behind the leader.
http://answers.unity3d.com/questions/390009/3d-snake-classical-movement-1.html
(the second answer...)
hope it help...
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