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Tagged Player working on one character but not the other
So I had a base character that I created my game with. I also have a script that I use for AI on my enemies. When I put in the character and tagged him as Player my AI wont work. Any thoughts?
var speed = 3.0; var speedIncrease = 20; var rotationSpeed = 5.0; var shootRange = 100.0; var attackRange = 200.0; var shootAngle = 4.0; var dontComeCloserRange = 50.0; var delayShootTime = 0.35; var pickNextWaypointDistance = 2.0; var target : Transform; var damage = 1;
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 () { print(transform.position.x); 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;
print("raycasthit");
return false;
}
function Shoot () { print("Im going through attack function"); // Start shoot animation animation.CrossFade("attack", 0.3);
// Wait until half the animation has played
yield WaitForSeconds(delayShootTime);
// Fire gun
//BroadcastMessage("Fire");
//Decreases health from Player in HealthDisplay. RAB 9/18/10
HealthDisplay.LIVES -= damage;
// Wait for the rest of the animation to finish
yield WaitForSeconds(animation["attack"].length - delayShootTime);
}
function AttackPlayer () {
var lastVisiblePlayerPosition = target.position;
while (true) {
if (CanSeeTarget ()) {
// Target is dead - stop hunting
if (target == null)
return;
//Increases speed of AI when player is seen. RAB 9/18/10
speed += speedIncrease;
// 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;
}
I found that it is an issue with the character controller. I can not move them off of their defalt area which is x 0 y 0 z 0. When I am importing the characters and adding the scripts to them the character controller ends up at the base of their feet not in their mid section like I have seen in other tutorials. Anyone know why this is?
In the title, you say it works on one character, but not the other. Does this mean that you have 2 objects in the scene with the tag "Player" and you are wondering why your script only attacks one of them, but not the other? If that's the question, it's because GameObject.FindWithTag will return the first one it finds which in this case is always the same one. If that's not your question, could you please describe what you mean by "won't work"?
No that wasnt the issue there is only one player with the player tag. I found that it is an issue with the character controller. I can not move them off of their defalt area which is x 0 y 0 z 0. When I am importing the characters and adding the scripts to them the character controller ends up at the base of their feet not in their mid section like I have seen in other tutorials. Anyone know why this is?
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