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Question by Tahj · Oct 08, 2011 at 06:18 AM · aicolliderszombie

Random zombies walking into a room

Hello,

I am trying to create a script that will handle a re-spawn/multiplication of zombies entering into a room environment. I am currently attempting to use way points to handle the zombies entering the room with an AI script similar to the one from the FPS tutorial and was wondering if there was a better way of randomizing the zombies entry without the use of way points.

I am also attempting to make the ones following the path loop with a teleportation script. My plans for this is to use it to make the zombie waves multiple once they touch the teleportation pad which is out of camera view. The script I am using is below so any advice would be greatly appreciated

var Receiver : Transform;

function OnTriggerEnter (collision: Collider){ if(collision.transform.tag == "Zombie") collision.transform.position = Receiver.position; }

Thanks in advance to those that reply.

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avatar image syclamoth · Oct 08, 2011 at 06:18 AM 0
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"without using waypoints"?? Anything you do will be using waypoints!

avatar image Tahj · Oct 08, 2011 at 06:27 AM 0
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I say that because I read somewhere that there was an integrated AI solution for handling crowds from someone who went to the unity conference so figured I would ask to see if anyone knew of it.

avatar image syclamoth · Oct 08, 2011 at 06:37 AM 0
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Yes- it's going to be in the next release. Other than that, it's not something simple that we can just 'tell' you- go on the Asset Store, there are a few things like this you can purchase. I'm afraid there is no simple solution to anything involving AI.

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Answer by roamcel · Oct 08, 2011 at 07:10 AM

From my point of view, the easiest way to do this is to create a 'spawn script' which you attach to empty gameobjects scattered around strategic scene points.

Said spawn script however will not be limited to the instantiation, but will actually manage displacement of the new zombie instance, for example based on maximum and minimum radius, or maximum and minimum distance along an axis. This way, for example, you could set one of those in a corner, and give it maximum distance equal to the a wall's length, and effectively have a random spawn that covers the wall length, without pathing.

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