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Question by behnker · Aug 21, 2010 at 02:30 AM · aiwaypointsfpstutorial

FPS Waypoints not working right

So my delema is that I used the same scripts as the FPS tutorial and set them up just as it explains in the tutorial but my character moves to one waypoint and stays there. Thus not moving to the next waypoint like it should. Any thoughts or ideas for a fix?

Code on waypoints

static var waypoints = Array(); var connected = Array(); static var kLineOfSightCapsuleRadius = 0.25;

static function FindClosest (pos : Vector3) : AutoWayPoint { // The closer two vectors, the larger the dot product will be. var closest : AutoWayPoint; var closestDistance = 100000.0; for (var cur : AutoWayPoint in waypoints) { var distance = Vector3.Distance(cur.transform.position, pos); if (distance < closestDistance) { closestDistance = distance; closest = cur; } }

 return closest;

}

@ContextMenu ("Update Waypoints") function UpdateWaypoints () { RebuildWaypointList(); }

function Awake () { RebuildWaypointList(); }

// Draw the waypoint pickable gizmo function OnDrawGizmos () { Gizmos.DrawIcon (transform.position, "Waypoint.tif"); }

// Draw the waypoint lines only when you select one of the waypoints function OnDrawGizmosSelected () { if (waypoints.length == 0) RebuildWaypointList(); for (var p : AutoWayPoint in connected) { if (Physics.Linecast(transform.position, p.transform.position)) { Gizmos.color = Color.red; Gizmos.DrawLine (transform.position, p.transform.position); } else { Gizmos.color = Color.green; Gizmos.DrawLine (transform.position, p.transform.position); } } }

function RebuildWaypointList () { var objects : Object[] = FindObjectsOfType(AutoWayPoint); waypoints = Array(objects);

 for (var point : AutoWayPoint in waypoints) {
     point.RecalculateConnectedWaypoints();
 }

}

function RecalculateConnectedWaypoints () { connected = Array();

 for (var other : AutoWayPoint in waypoints) {
     // Don't connect to ourselves
     if (other == this)
         continue;

     // Do we have a clear line of sight?
     if (!Physics.CheckCapsule(transform.position, other.transform.position, kLineOfSightCapsuleRadius)) {
         connected.Add(other);
     }
 }   

}

Code on object

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;

}

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Answer by behnker · Aug 22, 2010 at 01:16 AM

Ok the reason for this was because of the waypoint distance. In the script you can choose the waypoint distance. Its call Pick Next Waypoint distance. I increased this from 2 to 100 and it works great now.

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