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Enemy being rude and not facing me
So guys, I have obtained this resource from a site and it had this controller. Now, I am trying to get it so that when the player car gets to a certain point, the enemy chases him. Then, when he is 2 metres away, the enemy kills him. I have it so he does that but he does NOT face me! D-X Any ideas?;
var theplayer : GameObject;
var speed : float;
var range : int;
function Update (){
//calculate the distance between the enemy and the player
range=Vector3.Distance(theplayer.transform.position,transform.position);
//AWARENESS- make the enemy look at the player when within 66 metres
if(range<67){
transform.LookAt(theplayer.transform.position);
}
//CHASE- move toward the player when within 45 and 60 metres
if (range<60&&range>45){
transform.Translate(Vector3.forward*speed);
}
//DESTROY- Destroy car with death roar when within 2 metres
if(range<3){
animation.Play("scream");
Destroy(theplayer);
}
}
P.S The player is set as the player car and I WILL NOT give the resource link because the site SPECIFICALLY prefered I do not reveal the resource .
Is some other file affecting the rotation - because presu$$anonymous$$g that the range is working for the last bit, the rest of it looks right.
BTW there's no point storing theplayer as a GameObject, pretty much useless those things, if you stored it as a Transform the code would do a lot less work every frame.
Wha? I am sorry. I do not understand ($$anonymous$$eep in $$anonymous$$d I am a noob at scripts)
nah. Not that. I turn to face the enemy and look at it's face and it just rotates and keeps on showing it's back. x-(
guys please. I 'm getting reeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaallllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy depressed and annoyed and frustrated
Answer by The Pokeblader · Apr 01, 2013 at 06:45 AM
EVERYONE PLEASE NOTE THAT THIS QUESTION IS TEMPORARILY CLOSED BECAUSE I FEEL THAT I SHOULD LEARN MORE SCRIPTING. YOU MAY PUT ANSWERS AND COMMENTS BUT I WILL MOST LIKELY NOT REPLY
Answer by Lairinus · Apr 01, 2013 at 04:20 AM
Well, I have a suggestion. If this doesn't work, then your car orientation is off.
Quaternion rot = Quaternion.LookRotation((car.transform.position - enemy.transform.position));
car.transform.rotation = Quaternion.Slerp (enemy.transform.rotation, rot, Time.deltaTime * 10);
Keep in mind that this is in C#, so you will need to change the variable statement to var instead of quaternion. ( i think that's it)
The reason why I suggest this is because I've had it where my objects don't rotate with transform.LookAt, so by using this you might be able to encounter some luck.
Also, sorry if this is a double post. For some reason my other answer got deleted
THe first was java. C sharp and Java look similar but they aren't actually. How do I fuse C# with Java. Enjoy your cup of coffee at the Java cafe!
it should be as simple as var : Quaternion.
So really for that all you would need to do is var rot : Quaternion, and it should work. Obviously change car.transform.rotation to yourUnit.transform.rotation, and enemy.transform.rotation to yourEnemy.transform.rotation.
var rot : Quaternion = Quaternion.LookRotation(NA$$anonymous$$EOFYOURCARGA$$anonymous$$EOBJECT.transform.position - NA$$anonymous$$EOFYOURENE$$anonymous$$YGA$$anonymous$$EOBJECT.transform.position);
NA$$anonymous$$EOFYOURCARGA$$anonymous$$EOBJECT.transform.rotation = Quaternion.Slerp(NA$$anonymous$$EOFYOURCARGA$$anonymous$$EOBJECT.transform.rotation, rot, Time.deltaTime * 10);
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