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fps tutorial problem
hey guys
I was trying out the fps tutorial and trying to implement it in my scene when i attach the ai script the robots animate perfectly but there detecting range is very short and if they detect me i get the error " fire has no reciever" and game pauses. The editor gives errr at line 65 which is "BroadcastMessage("Fire");"
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("Player")) target = GameObject.FindWithTag("Player").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;
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;
}
please help
thanks
This question should not be a wiki - anyone else want to vote to close it?
Answer by 0V3RWR173D · Jun 13, 2010 at 06:31 AM
You have to be more specific with your question. You might be missing a certain script or edited a script and deleted a part. The robot is pressing the fire button but there is no script or function that will make it have any action. The script is basically trying to do something that is not there. My recommended solution is to compare your robot in your scene to the one in the example scene. Make sure all the scripts match and it should not have any problem.
Answer by creative72 · Jun 30, 2010 at 03:58 AM
your fire error is occoring in the script becuse just like the err said it has no recever meaning it brodacasts the massage fire
// Fire gun
BroadcastMessage("Fire");
which sends out the message Fire but it has nothing to do with it... you need to right a function for fire
Function ("Fire")
{
//what ever you want fire to do here...
}
to increase his detection range i think all you need to do is simply increase var attackRange = 30.0; in the inspector.
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