Hi there i.m trying to change this script so that it looks for the player and head in its generle direction but using the built in navigaition of unity 3d pro so im wondering is anyone can help here is the current script Code (JavaScript): 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; }
Go a New AI Script but keep Getting this error NullReferenceException: Object reference not set to an instance of an object Boo.Lang.Runtime.RuntimeServices.InvokeBinaryOperator (System.String operatorName, System.Object lhs, System.Object rhs) Enemy_GroundUnit.FixedUpdate () (at Assets/Test Scripts/Enemy_GroundUnit.js:48) Code (JavaScript): //This line should always be present at the top of scripts which use pathfinding import Pathfinding; var tankTurret : Transform; var tankBody : Transform; var tankCompass : Transform; var turnSpeed : float = 10.0; var targetPosition : Vector3; //the destination postion var seeker : Seeker; //the seeker component on this object, this aids in building my path var controller : CharacterController; //the charactor controller component on this object var path : Path; //this will hold the path to follow var nextWaypointDistance : float = 3.0; //mininum distance required to move toward next waypoint private var currentWaypoint : int = 0; //index of the waypoint this object is currently at //do this right away, of course! function Start() { targetPosition = GameObject.FindWithTag("Player").transform.position; GetNewPath(); } //this function, when called, will generate a new path from this object to the "targetPosition" function GetNewPath() { //Debug.Log("getting new path!"); seeker.StartPath(transform.position,targetPosition, OnPathComplete); //tell the seeker component to determine the path } //this function will be called when the seeker has finished determining the path function OnPathComplete(newPath : Path) //the newly determined path is sent over as "newPath", type of "Path" { if (!newPath.error) //if the new path does not have any errors... { path = newPath; //set the path to this new one currentWaypoint = 0; //now that we have a new path, make sure to start at the first waypoint } } //this function is called by Unity every physics "frame" (ie, many times per second, much like "function Update()") function FixedUpdate() { if(path == null) //no path? { return; //...then don't do anything! } if(currentWaypoint >= path.vectorPath.Length) //reached end of path? { return; //do...something? We'll do nothing for now... } //find direction to next waypoint var dir : Vector3 = (path.vectorPath[currentWaypoint]-transform.position).normalized; //find an amount, based on speed, direction, and delta time, to move // dir *= forwardSpeed * Time.fixedDeltaTime; //move! :) controller.SimpleMove (dir); //rotate to face next waypoint //transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.LookRotation(path.vectorPath[currentWaypoint]),1); tankCompass.LookAt(path.vectorPath[currentWaypoint]); tankBody.rotation = Quaternion.Lerp(tankBody.rotation, tankCompass.rotation, Time.deltaTime*turnSpeed); //transform.LookAt(path.vectorPath[currentWaypoint]); //Check if we are close enough to the next waypoint if (Vector3.Distance (transform.position,path.vectorPath[currentWaypoint]) < nextWaypointDistance) { currentWaypoint++; //If we are, proceed to follow the next waypoint } } any Help Would Be great