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1
Question by simpleone · Feb 15, 2011 at 10:32 PM · fpsaishoot

AI problems ( enemy doesn't shoot )

Hey, I made an enemy boot ( AI ) and added AIAnimation , AI and Damagereciver scripts.

But I got 2 problems with it... My enemy can use the animations fine but it doesn't shoot and when I shoot at him he doesn't die.

anyone can help me ?

script 1 ( AI ) :

var speed = 3.0; var rotationSpeed = 5.0; var shootRange = 15.0; var attackRange = 30.0; var shootAngle = 4.0; var dontComeCloserRange = 5.0; var delayShootTime = 0.35; var pickNextWaypointDistance = 2.0; var target : Transform;

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 () { 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;

 return false;

}

function Shoot () { // Start shoot animation animation.CrossFade("shoot", 0.3);

 // Wait until half the animation has played
 yield WaitForSeconds(delayShootTime);

 // Fire gun
 BroadcastMessage("Fire");

 // Wait for the rest of the animation to finish
 yield WaitForSeconds(animation["shoot"].length - delayShootTime);

}

function AttackPlayer () { var lastVisiblePlayerPosition = target.position; while (true) { if (CanSeeTarget ()) { // Target is dead - stop hunting if (target == null) return;

         // Target is too far away - give up 
         var distance = Vector3.Distance(transform.position, target.position);
         if (distance &gt; shootRange * 3)
             return;

         lastVisiblePlayerPosition = target.position;
         if (distance &gt; 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 &lt; shootRange &amp;&amp; angle &lt; 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 &lt; 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 &gt; bestDot &amp;&amp; cur != currentWaypoint) {
         bestDot = dot;
         best = cur;
     }
 }

 return best;

}

and

Script 2 ( DamageReciver ) :

var hitPoints = 100.0; var detonationDelay = 0.0; var explosion : Transform; var deadReplacement : Rigidbody;

function ApplyDamage (damage : float) { // We already have less than 0 hitpoints, maybe we got killed already? if (hitPoints <= 0.0) return;

 hitPoints -= damage;
 if (hitPoints &lt;= 0.0) {
     // Start emitting particles
     var emitter : ParticleEmitter = GetComponentInChildren(ParticleEmitter);
     if (emitter)
         emitter.emit = true;

     Invoke("DelayedDetonate", detonationDelay);
 }

}

function DelayedDetonate () { BroadcastMessage ("Detonate"); }

function Detonate () { // Destroy ourselves Destroy(gameObject);

 // Create the explosion
 if (explosion)
     Instantiate (explosion, transform.position, transform.rotation);

 // If we have a dead barrel then replace ourselves with it!
 if (deadReplacement) {
     var dead : Rigidbody = Instantiate(deadReplacement, transform.position, transform.rotation);

     // For better effect we assign the same velocity to the exploded barrel
     dead.rigidbody.velocity = rigidbody.velocity;
     dead.angularVelocity = rigidbody.angularVelocity;
 }

 // If there is a particle emitter stop emitting and detach so it doesnt get destroyed
 // right away
 var emitter : ParticleEmitter = GetComponentInChildren(ParticleEmitter);
 if (emitter) {
     emitter.emit = false;
     emitter.transform.parent = null;
 }

}

// We require the barrel to be a rigidbody, so that it can do nice physics @script RequireComponent (Rigidbody)

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Answer by networkZombie · Mar 01, 2011 at 06:07 PM

if this is from the FPS tutorial then this is what you have to do to make the robot die -

  • Click on your rocket prefab and in your inspector clock on the collider and check "Is Trigger" box.
  • Then go to DamageReciever and add this function -

function OnTriggerEnter() {</p> <pre><code>Detonate(); </code></pre> <p>}

Now when you use the rocket Launcher the robot should die

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Answer by scarletsnake · Apr 06, 2011 at 12:49 AM

The problem with the AI not shooting is here:

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;

----return false;----

}

Switch that return false to return true; and it will shoot whenever you're close enough, but you'll lose the linecasting. I haven't been able to figure out why it's not working... I've switched object layers, did debugging... with no results...

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