I have a basic AI script for following the player when he's in a certain range. I know how to make them shoot but not at a moving target. I can do the math to calculate a vector but how do I do it so they aren't hitting a bulls-eye every time when they shoot. Here's My script.
var target : Transform; //the enemy's target
var moveSpeed = 3; //move speed
var rotationSpeed = 3; //speed of turning
var attackThreshold = 1.5; // distance within which to attack
var chaseThreshold = 10; // distance within which to start chasing
var giveUpThreshold = 20; // distance beyond which AI gives up
var attackRepeatTime = 1; // delay between attacks when within range
private var chasing = false;
private var attackTime = Time.time;
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 () {
// check distance to target every frame:
var distance = (target.position - myTransform.position).magnitude;
if (distance < chaseThreshold) {
chasing = true;
}
if (chasing) {
//rotate to look at the player
myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
//move towards the player
myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
}
// give up, if too far away from target:
if (distance > giveUpThreshold) {
chasing = false;
}
// attack, if close enough, and if time is OK:
// if (distance < attackThreshold && Time.time > attackRepeatTime) {
// target.SendMessage("ApplyDamage",10);
// Attack! (call whatever attack function you like here)
//}
if (distance < attackThreshold) {
//moveSpeed=;
//stop when close enough
}
// attackTime = Time.time+ attackRepeatTime;
//}
// start chasing if target comes close enough
}
function OnTriggerEnter (other: Collider) {
if (other.gameObject.CompareTag("Bullet")){
chaseThreshold=100000000;
}
}
anyone have any ideas?