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How to make AI enemy do damage and only attack inside a distance or range
Hi all. I currently have a script where an enemy will follow me around. I'd like to change it a little so that he attacks me when he gets close and also he wont start to follow me untill i'm so close and if I get too far away he'll quit following. Here's the script I have so far
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 () { //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;
}
thanks for the help!
Answer by duck · Nov 07, 2010 at 10:56 PM
Try this.
It's untested, but basically I have made a few additions to your code which (along with the comments) should be fairly self-explanatory. Basically I'm using three different numeric "threshold" variables against which the current distance to the target is checked. These are used to switch between the 'chasing' and 'not chasing' state.
Also, within the chasing state code, there's now an attack clause which checks the time to make sure it only occurs once every certain time period (defined in the initial variables).
var target : Transform; //the enemy's target var moveSpeed = 3; //move speed var rotationSpeed = 3; //speed of turning var attackThreshold = 3; // distance within which to attack var chaseThreshold = 10; // distance within which to start chasing var giveUpThreshold = 20; // distance beyond which AI gives up var attackRepeatTime = 1; // delay between attacks when within range
private var chasing = false; private var attackTime = Time.time;
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 () {
// check distance to target every frame:
var distance = (target.position - myTransform.position).magnitude;
if (chasing) {
//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;
// give up, if too far away from target:
if (distance > giveUpThreshold) {
chasing = false;
}
// attack, if close enough, and if time is OK:
if (distance < attackThreshold && Time.time > attackTime) {
// Attack! (call whatever attack function you like here)
attackTime = Time.time + attackRepeatTime;
}
} else {
// not currently chasing.
// start chasing if target comes close enough
if (distance < chaseThreshold) {
chasing = true;
}
}
}
If you can't get it to work, or have any other questions, ask as a comment below!
works great! Now I have to learn scripting health and random spawning lol. Thanks for the help!
for some reason now it pauses and makes me have to go through every frame individually. any idea why?
This sounds unrelated to the code above. Have you added a Debug.Break() anywhere in your scripts?
I found the problem. I had acidentaly clicked error on pause hahah
I have been trying several things with the attack function but no matter what I do its not takeing away my health. the most recent attempt was target.Send$$anonymous$$essage( "ApplyDamage", 10); but still my heatlh isnt going down. any suggestions?
Answer by caden-burleson · Dec 27, 2012 at 08:53 AM
@cidermodder This link might help you with the health bar part. It's a 3 part written tutorial. I hope it helps.
@cidermodder Check the link, it is worth the chekc.It is worth a tutorial.
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