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Enemy Follow

Discussion in 'Getting Started' started by KBurkus, Feb 10, 2015.

  1. KBurkus

    KBurkus

    Joined:
    Feb 1, 2015
    Posts:
    12
    How can I make an enemy follow a character from a distance like in Slenderman.
    I have tried, but I can't seem to get it right.
     
  2. angrypenguin

    angrypenguin

    Joined:
    Dec 29, 2011
    Posts:
    15,619
    What have you tried? We can only give specific guidance if you ask a specific question.
     
  3. KBurkus

    KBurkus

    Joined:
    Feb 1, 2015
    Posts:
    12
    I had a little help looking on the internet. it was supposed to follow me when i got in a certain range. Here is the script:

    var target : Transform; //the enemy's target
    var moveSpeed = 3; //move speed
    var rotationSpeed = 3; //speed of turning
    var range : float=10f;
    var range2 : float=10f;
    var stop : float=0;
    var myTransform : Transform; //current transform data of this enemy
    function Awake()
    {
    myTransform = transform; //cache transform data for easy access/preformance
    }
    function Start()
    {
    target = GameObject.FindWithTag("Player").transform; //target the player
    }
    function Update () {
    //rotate to look at the player
    var distance = Vector3.Distance(myTransform.position, target.position);
    if (distance<=range2 && distance>=range){
    myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
    Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
    }
    else if(distance<=range && distance>stop){
    //move towards the player
    myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
    Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
    myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
    }
    else if (distance<=stop) {
    myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
    Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
    }
    }
     
  4. elmar1028

    elmar1028

    Joined:
    Nov 21, 2013
    Posts:
    2,359
    First. Use code tags.

    Second. I would suggest you using Navmesh. It detects obstacles and avoids them as long they're not moving.
    There you can set a distance between player and himself at which he can stop.
    Also, Navmesh is good for terrains at different levels.
     
  5. pKallv

    pKallv

    Joined:
    Mar 2, 2014
    Posts:
    1,191
    Shouldn't this post be in Scripting?
     
  6. Ostwind

    Ostwind

    Joined:
    Mar 22, 2011
    Posts:
    2,804
    Yes it should be. Seems he is posting a lot of questions in this section and not the correct ones...
     
  7. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    21,144
    Or the Getting Started section.
     
  8. RJ-MacReady

    RJ-MacReady

    Joined:
    Jun 14, 2013
    Posts:
    1,718
    if (distance<=range2 && distance>=range)

    So... is it likely that your distance to the enemy will simultaneously be less than 10 and greater than 10 at the same time? Also, what are the chances that you will ever be exactly 10.0 units away from the enemy?

    Is he moving at all? What's actually happening?
     
  9. ShilohGames

    ShilohGames

    Joined:
    Mar 24, 2014
    Posts:
    3,021
    Yeah, this is an example of where better variable names would really help. Replace range with minRange and range2 with maxRange, and suddenly the code's meaning becomes more clear. With obvious variable names, the OP would have picked better values for the variables. (not 10 for both) I'd also recommend changing the variable name stop to stopDistance.