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Question by Voidexx · Jan 22, 2014 at 04:48 AM · aipathing

How Do I Make The Following Code Work

So I found this script for Advanced AI Pathing and started to test it, basically when I start playing there's no errors but the person that I set to the script isn't moving, following any of its AI paths, How would I make this Work so it randomly generates a small path and follows it.

 var target : Transform;
     var gravity : float = 20;
     var moveSpeed : float = 6;  // chase speed
     var rotSpeed : float = 90;  // speed to turn to the player (degrees/second)
     var attackDistance : float = 2;  // attack distance
     var detectRange : float = 20;  // detection distance
      
     private var transf : Transform;
     private var character: CharacterController; 
      
     function Start () { 
         if (!target) target = GameObject.FindWithTag ("Player").transform; 
         transf = transform;
         character = GetComponent(CharacterController);
     }
      
     function Update(){
         if (target){
             var tgtDir = target.position - transf.position;
             var tgtDist = tgtDir.magnitude; // get distance to the target
             if (!Physics.Raycast(transf.position, tgtDir, detectRange)){
                 // stays in idle mode if can't see target
                 Idle(); 
             }
             else {
                 var moveDir = target.position - transf.position;
                 moveDir.y = 0;  // prevents enemy tilting
                 rot = Quaternion.FromToRotation(Vector3.forward, moveDir);
                 transf.rotation = Quaternion.RotateTowards(transf.rotation, rot, rotSpeed * Time.deltaTime);
                 if (tgtDist <= attackDistance){  // if dist <= attackDistance: stop and attack
                     // do your attack here
                     print("Attack!");
                 }
                 else {  // if attackDistance < dist < detectRange: chase the player
                     // Move towards target
                     MoveCharacter(moveDir, moveSpeed);
                 }
             }
         }
     }
      
     var walkSpeed = 3.0; 
     var travelTime = 2.0; 
     var idleTime = 1.5;
     var rndAngle = 45;  // enemy will turn +/- rndAngle
      
     private var timeToNewDir = 0.0;
     private var turningTime = 0.0;
     private var turn: float;
      
     function Idle () { 
         // Walk around and pause in random directions 
         if (Time.time > timeToNewDir) { // time to change direction?
             turn = (Random.value > 0.5)? rndAngle : -rndAngle; // choose new direction
             turningTime = Time.time + idleTime; // will stop and turn during idleTime...
             timeToNewDir = turningTime + travelTime;  // and travel during travelTime 
         }
         if (Time.time < turningTime){ // rotate during idleTime...
             transform.Rotate(0, turn*Time.deltaTime/idleTime, 0);
         } else {  // and travel until timeToNewDir
             MoveCharacter(transform.forward, walkSpeed);
         }
     }
      
     function MoveCharacter(dir: Vector3, speed: float){
      
         var vel = dir.normalized * speed;  // vel = velocity to move 
         // clamp the current vertical velocity for gravity purpose
         vel.y = Mathf.Clamp(character.velocity.y, -30, 2); 
         vel.y -= gravity * Time.deltaTime;  // apply gravity
         character.Move(vel * Time.deltaTime);  // move

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avatar image Kiloblargh · Jan 22, 2014 at 04:49 AM 2
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If I were you I would start by trying to understand it.

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