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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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