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Question by cidmodder · Apr 17, 2011 at 04:05 AM · javascriptaishootingflying

Flying AI Shooting Help

I have a basic AI script for following the player when he's in a certain range. I know how to make them shoot but not at a moving target. I can do the math to calculate a vector but how do I do it so they aren't hitting a bulls-eye every time when they shoot. Here's My script.

var target : Transform; //the enemy's target var moveSpeed = 3; //move speed var rotationSpeed = 3; //speed of turning var attackThreshold = 1.5; // 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 (distance < chaseThreshold) { chasing = true; }

 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 &lt; attackThreshold &amp;&amp; Time.time &gt; attackRepeatTime) {

// target.SendMessage("ApplyDamage",10); // Attack! (call whatever attack function you like here) //} if (distance < attackThreshold) { //moveSpeed=; //stop when close enough }

     //    attackTime = Time.time+ attackRepeatTime;
     //}



     // start chasing if target comes close enough



}

function OnTriggerEnter (other: Collider) { if (other.gameObject.CompareTag("Bullet")){ chaseThreshold=100000000; } }

anyone have any ideas?

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avatar image cidmodder · Apr 19, 2011 at 01:37 AM 0
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for those who want to know I inserted the correct response in this commented out section: // if (distance < attackThreshold && Time.time > attackRepeatTime) {

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Answer by TowerOfBricks · Apr 17, 2011 at 07:39 AM

The easiest thing is probably to add randomness

This will damage the player roughly every second time it fires

if (Random.value < 0.5) {
     //Apply damage
}

You could also fire raycasts, as from an imaginary gun to see if it hits the player. The chance of not hitting the player will increase over distance I hope it will compile

var randomness : float = 0.1F;

var hit : RaycastHit; var distance : float = Vector3.Distance (transform.positon,player.transform.position); var rnd : Vector3 = Random.insideUnitSphere*distance*randomness;

Debug.DrawLine (transform.positon,player.transform.position+rnd,Color.cyan);

if (Physics.Linecast ( transform.positon, player.transform.position+rnd,out hit)) { if (hit.transform.gameObject == player) { //Apply Damage } }

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avatar image cidmodder · Apr 19, 2011 at 01:34 AM 0
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there were a few typos in there and i took out the out before hit in if (Physics.Linecast... and i changed all the players to target since i plan to make it a more general script not just attacking one player but whoever they are targeting. how can I make it to where it doesn't shoot as fast though? Right now its constantly drawing rays to the fighter and I'd like for that to slow down.

avatar image TowerOfBricks · Apr 19, 2011 at 08:32 AM 0
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Add an IF which check something like "if (Time.time-lastFire > 0.5) {" then fire and set the "lastFire" variable to Time.time. That would make it only fire every 0.5 seconds. You should place it in Update or similar. PS: "lastFire" would be a variable in the script, not in the Update function.

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