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EnemyAI Flys?

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Hello. So in this EnemyAI script I found, the enemy seems to fly and defy gravity. Such as, when the enemy follows the player, and the player de-elevates or jumps, the enemy goes into the air. A rigidbody didn't fix this. Can anyone help? Here is the script - var Distance; var Target : Transform; var lookAtDistance = 25.0; var chaseRange = 15.0; var attackRange = 1.5; var moveSpeed = 5.0; var Damping = 6.0; var attackRepeatTime = 1; var TheDammage = 40; private var attackTime : float; var controller : CharacterController; var gravity : float = 20.0; private var MoveDirection : Vector3 = Vector3.zero; function Start () { attackTime = Time.time; } function Update () { Distance = Vector3.Distance(Target.position, transform.position); if (Distance < lookAtDistance) { lookAt(); } if (Distance > lookAtDistance) { //add stuff later } if (Distance < attackRange) { attack(); } else if (Distance < chaseRange) { chase (); } } function lookAt () { var rotation = Quaternion.LookRotation(Target.position - transform.position); transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * Damping); } function chase () { moveDirection = transform.forward; moveDirection *= moveSpeed; moveDirection.y -= gravity * Time.deltaTime; controller.Move(moveDirection * Time.deltaTime); } function attack () { if (Time.time > attackTime) { Target.SendMessage("ApplyDammage", TheDammage); Debug.Log("The Enemy Has Attacked"); attackTime = Time.time + attackRepeatTime; } } function ApplyDammage () { chaseRange += 30; moveSpeed += 2; lookAtDistance += 40; }

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