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Question by SterlingStudios · Apr 24, 2015 at 11:03 PM · airotateenemyfollowship

Enemy Pirate Ship AI

Hello, I am making a pirate game. I'm trying to achieve an enemy pirate ship AI. I've made an attempt but then scrapped it because it was terrible. Basically one idea I had was for the ship to follow you a certain distance, but when it gets into firing range, circle the target with one side facing the target. I've tried transform.RotateAround();, but for some reason when I try to subtract 90 from the y-axis to get the side to face the target, it just stays at a fixed (0,0,0) angle.

Any help would be greatly appreciated!

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avatar image jmparavicini · Apr 24, 2015 at 11:47 PM 0
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It would be good if you could post your script so we can help you better and I would recomend you the built in navigation system and for the rotation i could think of euler angles

avatar image zenforhire · Apr 25, 2015 at 02:43 AM 0
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When we do our boat AI, we don't manually rotate bodies. We use the physics engine and have a rudder apply the force for rotations. The physics engine turns it.

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Answer by Calum1015 · Apr 25, 2015 at 02:47 AM

Simple search on google can always help ;) https://www.google.ca/webhp?sourceid=chrome-instant&ion=1&espv=2&ie=UTF-8#q=unity%20boat%20ai If you don't find anything appealing on that search try the AI on the Unity asset store. There are a few free ones too!

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