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
2
Question by cidmodder · Nov 07, 2010 at 10:13 PM · aidistanceattackrangeproximity

How to make AI enemy do damage and only attack inside a distance or range

Hi all. I currently have a script where an enemy will follow me around. I'd like to change it a little so that he attacks me when he gets close and also he wont start to follow me untill i'm so close and if I get too far away he'll quit following. Here's the script I have so far

var target : Transform; //the enemy's target var moveSpeed = 3; //move speed var rotationSpeed = 3; //speed of turning

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 () { //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;

}

thanks for the help!

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

2 Replies

· Add your reply
  • Sort: 
avatar image
4
Best Answer

Answer by duck · Nov 07, 2010 at 10:56 PM

Try this.

It's untested, but basically I have made a few additions to your code which (along with the comments) should be fairly self-explanatory. Basically I'm using three different numeric "threshold" variables against which the current distance to the target is checked. These are used to switch between the 'chasing' and 'not chasing' state.

Also, within the chasing state code, there's now an attack clause which checks the time to make sure it only occurs once every certain time period (defined in the initial variables).

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 = 10; // distance within which to start chasing var giveUpThreshold = 20; // distance beyond which AI gives up var attackRepeatTime = 1; // delay between attacks when within range

private var chasing = false; private var attackTime = Time.time;

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;
     }
 }

}

If you can't get it to work, or have any other questions, ask as a comment below!

Comment
Add comment · Show 8 · 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 cidmodder · Nov 08, 2010 at 06:23 PM 0
Share

works great! Now I have to learn scripting health and random spawning lol. Thanks for the help!

avatar image cidmodder · Nov 15, 2010 at 10:21 PM 0
Share

for some reason now it pauses and makes me have to go through every frame individually. any idea why?

avatar image duck ♦♦ · Nov 16, 2010 at 09:25 AM 0
Share

This sounds unrelated to the code above. Have you added a Debug.Break() anywhere in your scripts?

avatar image cidmodder · Nov 16, 2010 at 04:08 PM 0
Share

I found the problem. I had acidentaly clicked error on pause hahah

avatar image cidmodder · Nov 17, 2010 at 06:40 PM 0
Share

I have been trying several things with the attack function but no matter what I do its not takeing away my health. the most recent attempt was target.Send$$anonymous$$essage( "ApplyDamage", 10); but still my heatlh isnt going down. any suggestions?

Show more comments
avatar image
0

Answer by caden-burleson · Dec 27, 2012 at 08:53 AM

@cidermodder This link might help you with the health bar part. It's a 3 part written tutorial. I hope it helps.

Comment
Add comment · Show 1 · 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 skilful2000 · Dec 27, 2012 at 09:15 AM 0
Share

@cidermodder Check the link, it is worth the chekc.It is worth a tutorial.

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

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Too Close To The Trap and melee attacking enemys. 1 Answer

Adding Distance in javascript 2 Answers

Remove objects from list when they are out of range. 0 Answers

Ai Zombie Melee Attack script. 5 Answers

fog of war/detecting exposed entities 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