Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by KnC_Studios · Aug 02, 2013 at 11:07 PM · aienemyenemyai

How to make an AI attack a game object with a tag

So I have a fps going and was wondering how to make to teams of robots attack each other. I have tried a lot of things and nothing seems to work. I want him to check to see if there are any "Enemy's" and then chose a random one it can see. I somewhat new to coding and I don't have a lot of experience. My current scripts is this:

 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("Enemy"))
         target = GameObject.FindWithTag("Enemy").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;
     //else
        //    return true;
 
         
                 
     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 > shootRange * 3)
                 return;
             
             lastVisiblePlayerPosition = target.position;
             if (distance > 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 < shootRange && angle < 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 < 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 > bestDot && cur != currentWaypoint) {
             bestDot = dot;
             best = cur;
         }
     }
     
     return best;
 }

Any help would be appreciated.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by pvpoodle · Aug 03, 2013 at 02:03 AM

you will need to store a list of all targets rather than a single target initially.

therefore you need to declare your "target" variable as a list. and another transform variable for your selected target.

I have written some quick code for you that you may be able to use.

     void Start() {
     
     List<transform> targets;
     targets = new list<transform>();
     
     Transform selectedtarget;
     selectedtarget = null;
     
     
     GameObject[] go = GameObject.FindGameObjectsWithTag("Enemy");    // find all enemies
     
     foreach(GameObject enemy in go)
         targets.Add(enemy.transform);    // add all enemies
     
     int num = targets.count();     // count number of enemies
     
     System.Random rnd = new System.Random();
     int ran = rnd.Next(0,num);         // generate a random number
     
     
     selectedtarget = targets[ran];  // adds random enemy as selected target.
 
 // attack selected target
 
  }

 
 
Comment
Add comment · Show 4 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image KnC_Studios · Aug 03, 2013 at 02:56 AM 0
Share

Thanks, could you put it in javascript?

avatar image KnC_Studios · Aug 03, 2013 at 01:53 PM 0
Share

bump. I really need this in javascript.

avatar image pvpoodle · Aug 03, 2013 at 06:57 PM 0
Share

hi, im pretty much a c and dot.net guy and the following code will probably have a few errors. I have translated the code into javascript to the best of my abilities.

 function Start () {
 
 var targets : Transform[] = new Transform[];
 var selectedtarget : Transform;
 selectedtarget = null;
 
 var go : GameObject[] = new GameObject[];
 
 go = GameObject.FindGameObjectsWithTag("Enemy");
 
 var length = go.Length;
 
 for (var i = 0; i < length; i++) {
 
     if(go[i].tag=="Enemy") 
         targets.SetValue(go[i].transform);
 
 
 }
 
 var num = targets.Length;
 
 var rnd : System.Random = new System.Random;
 var ran = rnd.Next(0,num);
 
 
 selectedtarget = targets[ran];
 
 
 
 
 }


please upvote if you find the answer usefull.

avatar image KnC_Studios · Aug 05, 2013 at 02:50 AM 0
Share

Thank you so much!

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

15 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Enemy Patrol 1 Answer

Simple AI Error 8025 Parrsing error. 2 Answers

My Eneny AI Script Wont Work? 2 Answers

Enemy not rotating when inside range 1 Answer

2D AI, Aim at player - even when jumping? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges