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Question by joshcollins5 · Feb 02, 2015 at 12:55 AM · prefabmultiplayeraizombies

Set target for Enemy to follow that is not in the scene yet

I am currently using the GTA Style Controller of which has a Scene for starting the multiplayer game, and the other scene of which is the main world.

I cannot set any target in the main world as prefabs, as the zombie will not follow. I have tried numerous attempts at modifying the code, but with no avail.

I need the zombie to be able to follow all potential players in the game. Here is the code that I have for the zombie:

 var target : Transform; //the enemy's target
 var moveSpeed = 3F; //move speed
 var rotationSpeed = 3F; //speed of turning
 
 var myTransform : Transform; //current transform data of this enemy
 var isNotDead : boolean = true;
 var health : float = 100;
 function Awake()
 {
     myTransform = transform; //cache transform data for easy access/preformance
 }
 
 function Start()
 {
      target = GameObject.FindWithTag("Player").transform; //target the player
 
 }
 
 function Update () {
     
     if(health < 1){
     
         isNotDead = false;
         animation.Play("HitStrongFall");
         Destroy(gameObject, 1);
     }
     
     if(isNotDead){
     
         //rotate to look at the player
         myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
         Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
     
     
         
         var distance = Vector3.Distance(target.position, myTransform.position);
         if (distance < 3.0f) {
             animation.Play("Attack1");
         }
         else{   
             //move towards the player
                myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
                animation.Play("Walk1");
         }
 
     }
 }
 
 function ApplyDamage(dmg : float){
 
     health -= dmg;
 
 }


I have no other idea of how to edit this code in order to work in a multiplayer game, where there are more than one player, as for now it will not follow any player, and I have my player's prefabs tagged as Player too.

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