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Question by darkal · Dec 20, 2013 at 05:01 PM · javascriptnetworkingcollidermultiplayertrigger

make script target player that enters collider

so my issue is that my network script creates clone of the player prefab but my wolfs trigger follow script requires the target to be set what i need is that when my player clone enters the follow trigger that player will become the target the issue is in the trigger script i will post up both to give you general idea

this is trigger script

 var details : boolean = false;
 var ro : boolean = false;
 var target : Transform; //the enemy's target
 var moveSpeed = 3; //move speed
 var rotationSpeed = 3; //speed of turning
  
 var myTransform : Transform; //current transform data of this enemy
  
 function Awake()
 {
     myTransform = transform; //cache transform data for easy access/preformance
 }
  
 function Start()
 {
      target = GameObject.FindWithTag("Player").transform; //target the player
 }
  
 function Update () {
 
     if (details)
     if (!ro)
         {
             //rotate to look at the player
             myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
             Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
             
             //move towards the player
             myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
          }
 }
 
 
 
 
 
         function OnTriggerEnter(other : Collider)
        {
             if(other.tag == "Player")
             {
                 details = true;  
             }
             if(other.tag == "rotate")
             {
                 ro = true;
             }
        }
  
        function OnTriggerExit(other : Collider)
        {
             if(other.tag == "Player")
             {
                 details = false;
             }
             if(other.tag == "rotate")
             {
                 ro = false;
             }
         }

this is network script that spawns the player

 var playerPrefab : GameObject;
 var spawnObject : Transform;
 
 var gameName : String = "level1";
 private var refreshing : boolean = false;
 private var hostData : HostData[];
 
 function OnGUI () {
 
 if(!Network.isClient && !Network.isServer) {
 
  if (GUI.Button(Rect(Screen.width/2,Screen.height/2,100,20),"Start Server")) {
         startServer();
 }
 
  if (GUI.Button(Rect(Screen.width/2,Screen.height/2 + 30,100,20),"Refresh Hosts")) {
         Debug.Log("Refresh");
         refreshHostList();
 }
     if(hostData) {
 
     for(var i:int = 0; i<hostData.length; i++) {
     
     if(GUI.Button(Rect(Screen.width/2,Screen.height/2 + 60,100,20),hostData[i].gameName)) {
         Network.Connect(hostData[i]);
     
     
     }
     
     
 }
 
 }
 
 
 }
 
 
 }
 
 
 function Update () {
 
     if(refreshing) {
         if(MasterServer.PollHostList().Length > 0) {        
         refreshing = false;
         Debug.Log(MasterServer.PollHostList().Length);
         hostData = MasterServer.PollHostList();
         
         
         }
     
     
     }
 
 
 
 }
 
 
 function startServer () {
 
     Network.InitializeServer(32,25001, !Network.HavePublicAddress);
     MasterServer.RegisterHost(gameName, "Tutorial Game", " this is a tutorial");
     
 }
     
     
     
 function OnServerInitialized () {
 
     Debug.Log("server initialized");
     spawnPlayer();
     
     
 }
 
 function OnConnectedToServer () {
 
     spawnPlayer();
 
 
 }
 
 function spawnPlayer () {
 
     Network.Instantiate(playerPrefab, spawnObject.position, Quaternion.identity, 0);
 
 }
 
 function OnMasterServerEvent(mse:MasterServerEvent) {
 
     if(mse == MasterServerEvent.RegistrationSucceeded) {
     Debug.Log("Registered Server");
     
     }
     
 }
     
     
 function refreshHostList () {
 
     MasterServer.RequestHostList(gameName);
     refreshing = true;
 
     
     
 }
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