Ai Can it be smarter?

hey guys i have a question i dont know if you know the replicators of stargate but i have made a replicator model (spider). but this script is good but not great. my replicator does follow me and destroy me but that are other scripts what i want is can you make this ai smarter becouse it doesnt jump if it cant reatch you it hase only one speed no run speed so that if it see you it can run towards you if it wants to. and it cant walk on walls yet.like a real spider But if you know stargate you know the replicators so you know what i mean here is the script AI

var speed = 3.0;
var rotationSpeed = 5.0;
var shootRange = 15.0;
var attackRange = 30.0;
var shootAngle = 4.0;
var dontComeCloserRange = 5.0;
var delayShootTime = 0.35;
var pickNextWaypointDistance = 2.0;
var target : Transform;

private var lastShot = -10.0;

// Make sure there is always a character controller
@script RequireComponent (CharacterController)

function Start () {
    // Auto setup player as target through tags
    if (target == null && GameObject.FindWithTag("Player"))
        target = GameObject.FindWithTag("Player").transform;

    Patrol();
}

function Patrol () {
    var curWayPoint = AutoWayPoint.FindClosest(transform.position);
    while (true) {
        var waypointPosition = curWayPoint.transform.position;
        // Are we close to a waypoint? -> pick the next one!
        if (Vector3.Distance(waypointPosition, transform.position) < pickNextWaypointDistance)
            curWayPoint = PickNextWaypoint (curWayPoint);

        // Attack the player and wait until
        // - player is killed
        // - player is out of sight     
        if (CanSeeTarget ())
            yield StartCoroutine("AttackPlayer");

        // Move towards our target
        MoveTowards(waypointPosition);

        yield;
    }
}

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;
}

function Shoot () {
    // Start shoot animation
    animation.CrossFade("shoot", 0.3);

    // Wait until half the animation has played
    yield WaitForSeconds(delayShootTime);

    // Fire gun
    BroadcastMessage("Fire");

    // Wait for the rest of the animation to finish
    yield WaitForSeconds(animation["shoot"].length - delayShootTime);
}

function AttackPlayer () {
    var lastVisiblePlayerPosition = target.position;
    while (true) {
        if (CanSeeTarget ()) {
            // Target is dead - stop hunting
            if (target == null)
                return;

            // Target is too far away - give up 
            var distance = Vector3.Distance(transform.position, target.position);
            if (distance > shootRange * 3)
                return;

            lastVisiblePlayerPosition = target.position;
            if (distance > dontComeCloserRange)
                MoveTowards (lastVisiblePlayerPosition);
            else
                RotateTowards(lastVisiblePlayerPosition);

            var forward = transform.TransformDirection(Vector3.forward);
            var targetDirection = lastVisiblePlayerPosition - transform.position;
            targetDirection.y = 0;

            var angle = Vector3.Angle(targetDirection, forward);

            // Start shooting if close and play is in sight
            if (distance < shootRange && angle < shootAngle)
                yield StartCoroutine("Shoot");
        } else {
            yield StartCoroutine("SearchPlayer", lastVisiblePlayerPosition);
            // Player not visible anymore - stop attacking
            if (!CanSeeTarget ())
                return;
        }

        yield;
    }
}

function SearchPlayer (position : Vector3) {
    // Run towards the player but after 3 seconds timeout and go back to Patroling
    var timeout = 3.0;
    while (timeout > 0.0) {
        MoveTowards(position);

        // We found the player
        if (CanSeeTarget ())
            return;

        timeout -= Time.deltaTime;
        yield;
    }
}

function RotateTowards (position : Vector3) {
    SendMessage("SetSpeed", 0.0);

    var direction = position - transform.position;
    direction.y = 0;
    if (direction.magnitude < 0.1)
        return;

    // Rotate towards the target
    transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(direction), rotationSpeed * Time.deltaTime);
    transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0);
}

function MoveTowards (position : Vector3) {
    var direction = position - transform.position;
    direction.y = 0;
    if (direction.magnitude < 0.5) {
        SendMessage("SetSpeed", 0.0);
        return;
    }

    // Rotate towards the target
    transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(direction), rotationSpeed * Time.deltaTime);
    transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0);

    // Modify speed so we slow down when we are not facing the target
    var forward = transform.TransformDirection(Vector3.forward);
    var speedModifier = Vector3.Dot(forward, direction.normalized);
    speedModifier = Mathf.Clamp01(speedModifier);

    // Move the character
    direction = forward * speed * speedModifier;
    GetComponent (CharacterController).SimpleMove(direction);

    SendMessage("SetSpeed", speed * speedModifier, SendMessageOptions.DontRequireReceiver);
}

function PickNextWaypoint (currentWaypoint : AutoWayPoint) {
    // We want to find the waypoint where the character has to turn the least

    // The direction in which we are walking
    var forward = transform.TransformDirection(Vector3.forward);

    // The closer two vectors, the larger the dot product will be.
    var best = currentWaypoint;
    var bestDot = -10.0;
    for (var cur : AutoWayPoint in currentWaypoint.connected) {
        var direction = Vector3.Normalize(cur.transform.position - transform.position);
        var dot = Vector3.Dot(direction, forward);
        if (dot > bestDot && cur != currentWaypoint) {
            bestDot = dot;
            best = cur;
        }
    }

    return best;
}

What's the question here? Can your AI be smart? It's pretty much as smart as your script controlling it.

There are some nice tools in the Asset Store to do a lot of the hard work for you when it comes to AI. Do a search for "Behave." Behave is a free extension which lets you easily set up behaviour based logic for your characters/objects.

See this link for more details: http://angryant.com/behave/