AIminion

Hi guys ! i have roblem with minion AI sctipts. they are to fast and they are gouing around the target. i was doing jessEtzeler0’s tutorials on youtube from art when he makes Dota style camera.

here’s code from script if that is problem :S

var target : Transform;
 
var rotationSpeed = 5;
 
var myTransform : Transform;
 
 
 
var canMove : boolean = true;
 
var inCombat : boolean = false;
 
 
 
var fireSpell : Transform;
 
 
 
function Awake()
 
{
 
myTransform = transform;
 
}
 
 
 
function Start()
 
{
 
 
 
target = GameObject.FindWithTag("node2").transform;
 
 
 
 
 
 
 
 
 
}
 
 
 
function Update () {
 
 
 
 
 
   
 
        var moveSpeed = Random.Range(30,80);
 
       
 
       
 
  //check to make sure not being attack. if attacked then inCombat = true. applies to both enemy players and other minions.
 
 
 
 
 
 
 
 
 
  //if no enemy no longer in distance continue towards tower. inCombat == false
 
 
 
   
 
 
 
 
 
 //head to the tower if no enemy is in range or been attacked
 
   
 
    if(canMove == true  inCombat == false  TowerScript.tower1destroyed == false) {
 
     
 
    myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
 
    Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
 
    myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
 
   
 
 }
 
 
 
 
 
 //if incombat == true then target / attack nearest enemy
 
 
 
 
 
}
 
 
 
 
 
 
 
 
 
//trigger while stay. Attack tower. If enemies come close then attack enemies instead so switch to inCombat
 
 
 
 
 
 
 
//towers not dead then keep attacking tower
 
 
 
 
 
function OnTriggerEnter (col : Collider) {
 
 
 
 
 
 
 
if(col.gameObject.tag == "tower1trigger") {
 
 
 
Debug.Log("entered tower1");
 
 
 
 
 
if(TowerScript.tower1destroyed == false) {
 
 
 
canMove = false;
 
 
 
 
 
 
 
Instantiate(fireSpell,this.transform.position,Quaternion.identity);
 
 
 
 
 
 
 
}
 
 
 
 
 
 
 
 
 
 
 
 
 
}
 
 
 
 
 
}

You should try a yield statement to slow down the randomization of moveSpeed. Also, have you tried transform.Translate instead of transform.position.