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Question by Tyson1211 · Oct 01, 2015 at 06:44 PM · c#scripting problemfollow playerstopping

More help!

I've been getting an error on my Start cast and End cast, I have tried everything but i cant find the problem plz help I provided the problems and I also gave photos, I'm new to scripting, and im trying to add things to basic scripts that I have learned though other tutorials, but its not working like I want it too... I am sorry for the brod question but i hope the pictures and script help!.![alt text][1] ![alt text][2]

     using UnityEngine;

using System.Collections;

[RequireComponent(typeof(SphereCollider))] public class EnemyAI : MonoBehaviour {

 public float preceptionRadius = 10;

 public Transform target;
 public float movementSpeed = 5;
 public float rotationSpeed = 420;


 public bool dontMoveTorwardsPlayer;
 public LayerMask MoveBlockers;


 public Transform startCast, endCast;

 private Transform myTransform;

 // Use this for initialization
 void Start ()
 {
     SphereCollider sc = GetComponent<SphereCollider>();
     CharacterController cc = GetComponent<CharacterController>();

     if (sc == null)
         Debug.LogError("No Collider on enemy");
     else
     {
         sc.isTrigger = true;
     }

     if(cc == null)
     {
         Debug.LogError("There's no Character Controller");
     }
     else
     {
         sc.center = cc.center;
         sc.radius = preceptionRadius;
     }

     myTransform = transform;
 }

 // Update is called once per frame
 void Update()
 {

     if (!dontMoveTorwardsPlayer == false)
     {
         Debug.DrawLine(startCast.position, endCast.position, Color.yellow);

         RaycastHit.dontMoveTorwardsPlayer = Physics.Linecast(startCast.position, endCast.position, MoveBlockers);
         if (dontMoveTorwardsPlayer.collider != null)
         {
             if (target)

             {
                 Vector3 dir = (target.position - myTransform.position).normalized;
                 float direction = Vector3.Dot(dir, transform.forward);

                 float dist = Vector3.Distance(target.position, myTransform.position);

                 //Find or Look at Target
                 myTransform.rotation = Quaternion.Lerp(myTransform.rotation, Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed * Time.deltaTime);

                 //Movement
                 myTransform.position += myTransform.forward * movementSpeed * Time.deltaTime;
             }
         }
     }
 }

 public void OnTriggerEnter(Collider other)
 {
     Debug.Log("Entered");
     if (other.CompareTag("Player"))
     {
         target = other.transform;
     }
 }
 public void OnTriggerExit(Collider other)
 {
     Debug.Log("Exit");
     if(other.CompareTag("Player"))
     {
         target = null;
     }
 }

}

untitled.png (110.5 kB)
error.png (93.1 kB)
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Answer by lloladin · Oct 01, 2015 at 06:49 PM

i alrdy told you in last post XD its bc you have Write transform.postion So startCast.position and endcast.position since you are drawing a line between two positions .-.

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avatar image Tyson1211 · Oct 01, 2015 at 07:08 PM 0
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it says raycasthit dosent contain a deffinition for dontmovetowardsplyer

bool does not contain definitoion for collider

avatar image Tyson1211 · Oct 01, 2015 at 07:10 PM 0
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  if (!dont$$anonymous$$oveTorwardsPlayer == false)
         {
             Debug.DrawLine(startCast.position, endCast.position, Color.yellow);
 
             RaycastHit.dont$$anonymous$$oveTorwardsPlayer = Physics.Linecast(startCast.position, endCast.position, $$anonymous$$oveBlockers);
             if (dont$$anonymous$$oveTorwardsPlayer.collider != null)
             {
avatar image lloladin · Oct 01, 2015 at 07:12 PM 0
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could you update the code in post then?

avatar image Tyson1211 lloladin · Oct 01, 2015 at 07:14 PM 0
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okay!!!!!!!

avatar image lloladin lloladin · Oct 01, 2015 at 07:14 PM 0
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i think the problem is RaycastHit.dont$$anonymous$$oveTorwardsPlayer try removing RayCast Does the if (dont$$anonymous$$oveTorwardsPlayer.colliders != null give error?)

avatar image Tyson1211 lloladin · Oct 01, 2015 at 07:16 PM 0
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collider is till not registering in the bool definitions

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avatar image Tyson1211 lloladin · Oct 01, 2015 at 07:25 PM 0
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No change.

avatar image Tyson1211 Tyson1211 · Oct 01, 2015 at 07:38 PM 0
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it still causes my enemy to move through walls and push the player and float

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Answer by Tyson1211 · Oct 01, 2015 at 07:03 PM

/I did it but it still pulls an error on the whole line when i do that..

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avatar image Tyson1211 · Oct 01, 2015 at 08:18 PM 0
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$$anonymous$$ade new comment getting confusing!

avatar image Tyson1211 · Oct 01, 2015 at 08:20 PM 0
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it froze on contact with the level layer

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