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Question by Ellis · Aug 05, 2013 at 09:19 PM · triggeraienemytargetzombie

Disable a target after trigger exit?

So I'm making a very simple zombie AI were if a player gets close enough it sets the player as its target it follows but I dont want it to follow the player for ever, I want it to stop follow the player when he exit the trigger, how can I do that?

Some Code:

 var Target : Transform;

 function OnTriggerEnter(other : Collider){
     if(other.gameObject.tag == "Player"){
         Target = other.gameObject.transform;
     }
 }
 
 function OnTriggerExit(other : Collider){
     if(other.gameObject.tag == "Player"){
         //???
     }
 }
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avatar image nixcs2512 · Aug 05, 2013 at 09:24 PM 0
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There are several ways to do that, but the most important thing is: how you move your zombie?

avatar image Ellis · Aug 05, 2013 at 09:30 PM 0
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It moves like this:

 var speed : float = 2.0;
 var gravity : float = 20.0;
 var zombie : Transform;
 
 private var moveDirection : Vector3 = Vector3.zero;
 
 function Update() {
     var controller : CharacterController = GetComponent(CharacterController);
     
     transform.LookAt(Target);
     
     zombie.rotation.x = 0.0;
     zombie.rotation.z = 0.0;
      
     if (controller.isGrounded) {
         moveDirection = Vector3.forward;
         moveDirection = transform.TransformDirection(moveDirection);
         moveDirection *= speed;
     }
     
     moveDirection.y -= gravity * Time.deltaTime;
         
     controller.$$anonymous$$ove(moveDirection * Time.deltaTime);
 }
avatar image Ellis · Aug 05, 2013 at 09:35 PM 0
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It's all in the same script btw!

avatar image nixcs2512 · Aug 05, 2013 at 09:36 PM 0
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So you can get a variable call SeePlayer to handle this. It would be like:

 var speed : float = 2.0;
 var gravity : float = 20.0;
 var SeePlayer:boolean = false;
 
 private var moveDirection : Vector3 = Vector3.zero;
  
 function Update() {
     var controller : CharacterController =GetComponent(CharacterController);
 if(SeePlayer)
 {
     transform.LookAt(Target);
  
     zombie.rotation.x = 0.0;
     zombie.rotation.z = 0.0;
  
     if (controller.isGrounded) {
        moveDirection = Vector3.forward;
        moveDirection = transform.TransformDirection(moveDirection);
        moveDirection *= speed;
 }
 else
 {
  //zombie can do anything else, like drawing something...
 }
     }
 var Target : Transform;
  
 function OnTriggerEnter(other : Collider){
     if(other.gameObject.tag == "Player"){
        Target = other.gameObject.transform;
        SeePlayer = true;
     }
 }
  
 function OnTriggerExit(other : Collider){
     if(other.gameObject.tag == "Player"){
        SeePlayer = false;
     }
 }
avatar image Ellis · Aug 05, 2013 at 09:39 PM 0
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That might work, however, I want it to be multiplayer in the end (if I manage to do that! xD) and will it change the Target then if another player enter the trigger?

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Answer by IgorAherne · Aug 05, 2013 at 10:02 PM

probably

Target = gameObject.transform;

will work for you

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