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Question by chiako · Feb 23, 2013 at 06:54 AM · fpsfollow3rd person controller

How to make the 3rd person controller an enemy to my fps?

what should i do to make the 3rd person controller follow my fps? I have this code attatched to my 3rd person controller but it just run away and disappear and it doesn't follow my fps

 var MoveSpeed : float = 2;
 var Player : Transform;
 var MinDist = 10;
  
  
 function Update () 
 {
     transform.LookAt(Player);
  
    if(Vector3.Distance(transform.position,Player.position) >= MinDist){
            this.animation.Play("idle");
          //transform.position += transform.forward*MoveSpeed*Time.deltaTime;
     }
     else if(Vector3.Distance(transform.position,Player.position) <= MinDist){
            this.animation.Play("walk");
         transform.position += transform.forward*MoveSpeed*Time.deltaTime;
     }
 }
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Answer by deltamish · Feb 23, 2013 at 07:30 AM

Hi,Use this to make him follow you

 var MoveSpeed : float = 2;
 var Player : Transform;
 var MinDist = 10;
 private var tmpmovespeed:float;
 public var leasmindistance:float = 2;
 function Start(){
 tmpmovespeed = MoveSpeed;
 }
 function Update(){
  transform.LookAt(Player);//you can also use transform.rotation = Quaternion.Slerp....... it just as same only thing is it will be a bit more smooth
 var direction = Player.position - transform.position;
 if(Vector3.Distance(transform.position,Player.position) >= MinDist){
 this.animation.Play("idle");
 
 }
 else if(Vector3.Distance(transform.position,Player.position) <= MinDist){
 MoveSpeed = tmpmovespeed; 
 this.animation.Play("walk");
 transform.position = Vector3.Lerp(transform.position,Player.position,Time.deltaTime * MoveSpeed);
 
 }
 if(Vector3.Distance(transform.position,Player.position) <= leasmindistance){
 MoveSpeed =0;
 }
 }

Note The above script is an alternative script

Hi check if your transform's local axis is different from global axis if yes then use this script

 function Update()
 {
 transform.LookAt(Player);
 //ommitted other
 
  else if(Vector3.Distance(transform.position,Player.position) <= MinDist){
 var dire:Vector3 = transform.TransformDirection(0,0,1);
 this.animation.Play("walk");
 transform.position += dire*MoveSpeed*Time.deltaTime;
 }
 }
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