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Question by MagMince · Mar 17, 2015 at 03:47 PM · enemyenemyai

How can I make the enemy shoot at the player

I am trying to get a moving object to shoot at my player but it is just shooting straight forward.

 // put this with rocket launcher on an enemy so it will shoot at you
 
 var attackRange = 30.0;
 var shootAngleDistance = 10.0;
 var target : Transform;
 
 function Start () {
     if (target == null && GameObject.FindWithTag("Player"))
         target = GameObject.FindWithTag("Player").transform;
 }
 
 function Update () {
     if (target == null)
         return;
     
     if (!CanSeeTarget ())
         return;
     
     // Rotate towards target    
     var targetPoint = target.position;
     var targetRotation = Quaternion.LookRotation (targetPoint - transform.position, Vector3.up);
     transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * 2.0);
 
     // If we are almost rotated towards target - fire one clip of ammo
     var forward = transform.TransformDirection(Vector3.forward);
     var targetDir = target.position - transform.position;
     if (Vector3.Angle(forward, targetDir) < shootAngleDistance)
         SendMessage("Fire");
 }
 
 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;

}

 //put with sentry gun on object that will shoot at you
 
 var projectile : Rigidbody;
 var initialSpeed = 20.0;
 var reloadTime = 0.5;
 var ammoCount = 20;
 private var lastShot = -10.0;
 
 function Update () {
     // Did the time exceed the reload time?
     if (Time.time > reloadTime + lastShot && ammoCount > 0) {
         // create a new projectile, use the same position and rotation as the Launcher.
         var instantiatedProjectile : Rigidbody = Instantiate (projectile, transform.position, transform.rotation);
             
         // Give it an initial forward velocity. The direction is along the z-axis of the missile launcher's transform.
         instantiatedProjectile.velocity = transform.TransformDirection(Vector3 (0, 0, initialSpeed));
 
         // Ignore collisions between the missile and the character controller
         Physics.IgnoreCollision(instantiatedProjectile.collider, transform.root.collider);
         
         lastShot = Time.time;
         ammoCount--;
     }
 }

I don't think that the movement script is affecting what I would like to work. Thanks for ant help.

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