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Question by HenriqueGomez · Nov 14, 2012 at 11:51 PM · playerenemyfollowstop

Enemy is not stopping following the player

This is my code:

var target : Transform;
var moveSpeed = 0;
var rotationSpeed = 3;
var player : Transform;
var distance = 4;
var distanceAttack = 1;
var myTransform : Transform;

function Awake() {
myTransform = transform;
}

function Start() {
animation.Play("idle");
target = GameObject.FindWithTag("Player").transform;
}

function Update () {
if(Vector3.Distance(transform.position, player.position) < distance){
moveSpeed = 2;
animation.Play("walk");
myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
myTransform.position += myTransform.forward moveSpeed Time.deltaTime;

if(Vector3.Distance(transform.position, player.position) < distanceAttack){
moveSpeed = 0;
animation.Play("attack");
myTransform.position += myTransform.forward moveSpeed Time.deltaTime;
}
}else{
moveSpeed = 0;
animation.CrossFade("idle");
}
}

So, by the code, the enemy has to stop moving when it enters the "distance_attack" area, but it doesn't stop.

Why ? Can someone help me ?

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Answer by deltamish · Nov 17, 2012 at 04:35 PM

hi I have edited your script a bit try using it

 var target : Transform;
 var moveSpeed = 0;
 var rotationSpeed = 3;
 var player : Transform;
 var distance:flaot = 5.8;
 var distanceAttack:float = 2.6;
 var myTransform : Transform;
 
 function Awake() {
 myTransform = transform;
 }
 
 function Start() {
 animation.Play("idle");
 target = GameObject.FindWithTag("Player").transform;
 }
 
 function Update () {
 if(Vector3.Distance(transform.position, player.position) < distance){
 if(Vector3.Distance(transform.position, player.position) >distanceAttack){
 moveSpeed = 2;
 animation.Play("walk");
 myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
 Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
 myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
 }
 
 if(Vector3.Distance(transform.position, player.position) < distanceAttack){
 moveSpeed = 0;
 animation.Play("attack");
 }
 }
 else{
 moveSpeed = 0;
 animation.CrossFade("idle");
 }
 }
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avatar image HenriqueGomez · Dec 09, 2012 at 02:14 AM 0
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Tnx man, it worked =D

avatar image deltamish · Dec 11, 2012 at 01:34 PM 0
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Glad to help

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Answer by programmrzinc · Nov 15, 2012 at 12:10 AM

The attack distance may be too small. I once had a problem just like that, and the attack distance was my problem. Try making your distance larger, and comment about what happens.

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