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Question by skully42 · Jan 16, 2012 at 11:25 PM · objectenemyground

Enemy Problem

hey i am making a zombie game and i want the zombie to both go around an object instead for going through it and i want the zombie to stay on the ground if i am on a cube it starts to fly and if i am on the ground the enemy is in the ground half above and half below anyone have a idea how to fix that thanks.

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avatar image Winterblood · Jan 17, 2012 at 12:29 AM 0
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No-one can possibly answer this question with so little information. Does your zombie have a collider? What script is it running?

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Answer by aldonaletto · Jan 17, 2012 at 01:11 AM

Usually the enemies are CharacterControllers or rigidbodies - other objects will not detect collisions. This is a simple example of a CharacterController based AI script (based on a question I answered some time ago):

 var target : Transform;
 var gravity : float = 20;
 var moveSpeed : float = 6;  // chase speed
 var rotSpeed : float = 90;  // speed to turn to the player (degrees/second)
 var attackDistance : float = 2;  // attack distance
 var detectRange : float = 20;  // detection distance
 
 private var transf : Transform;
 private var character: CharacterController; 
 
 function Start () { 
     if (!target) target = GameObject.FindWithTag ("Player").transform; 
     transf = transform;
     character = GetComponent(CharacterController);
 }
 
 function Update(){
     if (target){
         var tgtDir = target.position - transf.position;
         var tgtDist = tgtDir.magnitude; // get distance to the target
         if (!Physics.Raycast(transf.position, tgtDir, detectRange)){
             // stays in idle mode if can't see target
             Idle(); 
         }
         else {
             var moveDir = target.position - transf.position;
             moveDir.y = 0;  // prevents enemy tilting
             rot = Quaternion.FromToRotation(Vector3.forward, moveDir);
             transf.rotation = Quaternion.RotateTowards(transf.rotation, rot, rotSpeed * Time.deltaTime);
             if (tgtDist <= attackDistance){  // if dist <= attackDistance: stop and attack
                 // do your attack here
                 print("Attack!");
             }
             else {  // if attackDistance < dist < detectRange: chase the player
                 // Move towards target
                 MoveCharacter(moveDir, moveSpeed);
             }
         }
     }
 }
 
 var walkSpeed = 3.0; 
 var travelTime = 2.0; 
 var idleTime = 1.5;
 var rndAngle = 45;  // enemy will turn +/- rndAngle
 
 private var timeToNewDir = 0.0;
 private var turningTime = 0.0;
 private var turn: float;
 
 function Idle () { 
     // Walk around and pause in random directions 
     if (Time.time > timeToNewDir) { // time to change direction?
         turn = (Random.value > 0.5)? rndAngle : -rndAngle; // choose new direction
         turningTime = Time.time + idleTime; // will stop and turn during idleTime...
         timeToNewDir = turningTime + travelTime;  // and travel during travelTime 
     }
     if (Time.time < turningTime){ // rotate during idleTime...
         transform.Rotate(0, turn*Time.deltaTime/idleTime, 0);
     } else {  // and travel until timeToNewDir
         MoveCharacter(transform.forward, walkSpeed);
     }
 }
 
 function MoveCharacter(dir: Vector3, speed: float){
 
     var vel = dir.normalized * speed;  // vel = velocity to move 
     // clamp the current vertical velocity for gravity purpose
     vel.y = Mathf.Clamp(character.velocity.y, -30, 2); 
     vel.y -= gravity * Time.deltaTime;  // apply gravity
     character.Move(vel * Time.deltaTime);  // move
 }

To use it, add a CharacterController and this script to your current enemy.

NOTE: Remember to tag the player as "Player", since the enemy identifies the player by tag.

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avatar image skully42 · Jan 18, 2012 at 11:14 PM 0
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hey i am srry but it didnt work my zombie keeps going through walls and the floor any other ideas

avatar image aldonaletto · Jan 19, 2012 at 12:13 AM 0
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This script works fine. Create a capsule, add a CharacterController with menu Components/Physics/CharacterController and attach this script to it. Press Play and you will see the capsule walking around, pausing, turning to a random direction, walking again etc. until it sees the player: the capsule will go straight to the player, and stop at 2 units.

avatar image skully42 · Jan 19, 2012 at 01:18 AM 0
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what do u mean put the script with the character controll and i dont want it to walk around until it sees the player i want it to be like black ops zombies were the zombies are chasing the player all of the time

avatar image trinitysj96 · Jan 16, 2013 at 05:24 AM 0
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in the script above I get some errors with it.. for example

if (tgtDist timeToNewDir) what should that be?

and no var for timeToNewDir is that script complete?

avatar image Ayato-Naoi · Apr 30, 2013 at 10:03 AM 0
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There is four lines in which I am most confused about. The first one is line 42. The words 'Function' and '$$anonymous$$ove Character' are right beside each other and the computer demands a ( between those two. Though, when you put that in, it shows up, 'Unexpected token: (. The same goes for the other ) that you put in there. Next on line 45 it says that var is an unexpected token. The final one is, again, line 45 it says to insert a semicolon at the end. Could you help? That would be great.

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