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Hello, I'm trying to get an enemy to have a limited rotational speed so that the accuracy of the enemy isn't always perfect. as of right now I'm using the following code to target the player.
The Problem with this is the enemy is always looking at the player so the only way to make it miss is by moving faster than the projectile. I'm new to coding so I'm not even really sure where to begin. Bellow is all the code, don't be surprised if their are mistakes. var safeDistance = 3000; //How close the player can get var Pulse : Rigidbody; public var Clone; private var ReadyToFire : boolean = true; function Update() { //look at the target transform.LookAt(target); //check how close the player is var distanceToPlayer = Vector3.Distance(this.transform.position, target.transform.position); // this checks to see if the player is too close then runs the fire function if(distanceToPlayer <= safeDistance) } function PAUSE() { if(ReadyToFire) { } } function resetReadyToFire() { yield WaitForSeconds(1); ReadyToFire = true; } //fire function function Fire() { //projectile code var Clone : Rigidbody = Instantiate(Pulse, transform.position, transform.rotation); }
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Here's an easy rotation mechanism for rotating around based on a maxspeed: Thank you so much, That works great.
Jan 25 '12 at 08:54 PM
GHZ
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