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Question by agentperrys · Aug 10, 2012 at 11:55 AM · game

how do i fix this script

my script is a enemy script so when the enemy collides with the player he dyes but when the enemy collides with the player he doesn't dye how do i fix this the script is:

 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 = 50; // distance within which to start chasing
 var giveUpThreshold = 50; // distance beyond which AI gives up
 var attackRepeatTime = 1; // delay between attacks when within range
 
 private var chasing = false;
 private var attackTime = 1;
 
 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;
         }
     }
 }









and the player script is:strong text

var maximumhitPoints = 100; var playerhitpoints= 100; var isDead = false;

function ApplyDamage (damage:float) { if (playerhitpoints < 0) return;

//apply damage playerhitpoints --;

if (playerhitpoints <= 0) { Die(); } }

function OnGUI() { if (isDead) { GUI.Box(Rect(10, 10, 150, 100), "You're dead"); if(GUI.Button(Rect(5, 5, 15, 10), "Click here")) { isDead = false; } } }

function Die() { if(playerhitpoints <= 0) isDead=true; }

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avatar image Fattie · Aug 10, 2012 at 12:07 PM 1
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click EDIT to format code properly

avatar image Ranger-Ori · Aug 10, 2012 at 12:25 PM 0
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Tell us what is the error, I can't assume it by myself. And please edit your script and post it in a way we can read it.

avatar image Kryptos · Aug 10, 2012 at 01:21 PM 0
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@fattie user cannot edit when their karma is low. But you can ;)

$$anonymous$$gestion of optimization: check squared distance ins$$anonymous$$d of just distance to avoid an expensive square root:

 var sqrDistance = (target.position - myTransform.position).sqr$$anonymous$$agnitude;

 if (sqrDistance < sqrChaseThreshold)
avatar image agentperrys · Aug 10, 2012 at 01:30 PM 0
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ok sorry for not putting the error in but i changed the question a bit so if u can read it again and i posted my player script and enemy script just in case ether one wars the problem

avatar image Ranger-Ori · Aug 10, 2012 at 02:36 PM 1
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1) Did you tagged you main player as "Player" in the inspetor tab? 2) I don't see any usage of your "AppplyDamage" or "Die" function.

3) $$anonymous$$an, I've seen this tutorial somewhere, it seems to me that you don't want to learn how to script, but to copy paste.

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Answer by Gilead7 · Aug 10, 2012 at 03:20 PM

I see 2 potential problems here. It may have just been cut off when defining the mytransform variable. Add rotationSpeed * Time.deltaTime to the end of the line.

Second, Make sure to enclose your parenthesis properly. myTransform.position+= (myTransform.forward moveSpeed) (Time.deltaTime);

Again here: if ((distance < attackThreshold) && (Time.time > attackTime)) Hope that helps...

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avatar image agentperrys · Aug 10, 2012 at 04:35 PM 0
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it didn't work the enemy doesn't follow me he only moves in one direction i will post the new script down so you can see if i made any mistakes the new script is:

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 = 50; // distance within which to start chasing var giveUpThreshold = 50; // distance beyond which AI gives up var attackRepeatTime = 1; // delay between attacks when within range

private var chasing = false; private var attackTime = 1;

var myTransform : Transform; //current transform data of this enemy

function Awake() { myTransform = transform; rotationSpeed = 3; //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 O$$anonymous$$:
     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;
     }
 }

}

avatar image Gilead7 · Aug 10, 2012 at 11:08 PM 0
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Check to make sure the "Player" is found.

Debug out target- see what it is.

Debug out chasing to see what it is when the game starts. $$anonymous$$ight want to take out the chasing part temporarily and make sure the enemy starts after you.

It can be frustrating, I know. I'll do what I can to help.

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