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Question by explosivemineyt · Jul 10, 2017 at 10:01 PM · errorforwardwalkingunity 5.2zombies

I need help in my zombie script or animation

hello peaple, i need to get this game working to tomorow and i just almost have it done, but i have a problem, when i atack the zombie or get hited by him, he starts moving forward out of nowere, but he still with the animation walk and when i get next he still hit me! the zombie scripts are:

Zombie AI:

 var target : Transform; //the enemy's target
 var moveSpeed = 3; //move speed
 var rotationSpeed = 3; //speed of turning
 var attackRange = 3; // distance within which to attack
 var chaseRange = 10; // distance within which to start chasing
 var giveUpRange = 20; // distance beyond which AI gives up
 var attackRepeatTime : float = 1.5; // delay between attacks when within range
 var anim : GameObject;
 var maximumHitPoints = 5.0;
 var hitPoints = 5.0;
 var attack : AudioClip;
 private var chasing = false;
 private var attackTime : float;
 var checkRay : boolean = false;
 var idleAnim : String = "idle";
 var walkAnim : String = "walk";
 var attackAnim : String = "attack"; 
 var dontComeCloserRange : int = 4;
 
 private var myTransform : Transform; //current transform data of this enemy
 
 function Awake(){
     myTransform = transform; //cache transform data for easy access/preformance
     anim.GetComponent.<Animation>().wrapMode = WrapMode.Loop;
     anim.GetComponent.<Animation>()[attackAnim].wrapMode = WrapMode.Once;
     anim.GetComponent.<Animation>()[attackAnim].layer = 2;
     anim.GetComponent.<Animation>().Stop();
 }
 
 function Start(){
     target = GameObject.FindWithTag("Player").transform;
 }
 
 function Update () {
     // check distance to target every frame:
     var distance = (target.position - myTransform.position).magnitude;
     
     if (distance < dontComeCloserRange){
             moveSpeed = 0;
             
             anim.GetComponent.<Animation>()[idleAnim].speed = .4;
             anim.GetComponent.<Animation>().CrossFade(idleAnim);
         }else{
             moveSpeed = Random.Range(4, 6);
             anim.GetComponent.<Animation>().CrossFade(walkAnim);
         }
     
     if (chasing) {    
         //move towards the player
         myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
         
 
         //rotate to look at the player
         myTransform.rotation = Quaternion.Slerp(myTransform.rotation, Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
         transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0); 
 
         // give up, if too far away from target:
         if (distance > giveUpRange) {
             chasing = false;
         }
 
         // attack, if close enough, and if time is OK:
         if (distance < attackRange && Time.time > attackTime) {
             anim.GetComponent.<Animation>()[attackAnim].speed = 2.0;
             anim.GetComponent.<Animation>().CrossFade(attackAnim);
             target.SendMessage( "PlayerDamage", maximumHitPoints);
             attackTime = Time.time + attackRepeatTime;
             GetComponent.<AudioSource>().PlayOneShot(attack, 1.0 / GetComponent.<AudioSource>().volume);
         }
 
     } else {
         // not currently chasing.
         anim.GetComponent.<Animation>()[idleAnim].speed = .4;
         anim.GetComponent.<Animation>().CrossFade(idleAnim);
         // start chasing if target comes close enough
         if (distance < chaseRange) {
             chasing = true;
         }
     }
 }
 
 
 function OnDrawGizmosSelected (){
     Gizmos.color = Color.yellow;
     Gizmos.DrawWireSphere (transform.position, attackRange);
     Gizmos.color = Color.red;
     Gizmos.DrawWireSphere (transform.position, chaseRange);
 }
 



AutoWaypoint:

 static var waypoints = Array();
 var connected = Array();
 static var kLineOfSightCapsuleRadius = 0.25;
 
 
 
 static function FindClosest (pos : Vector3) : AutoWayPoint {
     // The closer two vectors, the larger the dot product will be.
     var closest : AutoWayPoint;
     var closestDistance = 1000.0;
     for (var cur : AutoWayPoint in waypoints) {
         var distance = Vector3.Distance(cur.transform.position, pos);
         if (distance < closestDistance)
         {
             closestDistance = distance;
             closest = cur;
         }
     }
 
     return closest;
 }
 
 @ContextMenu ("Update Waypoints")
 function UpdateWaypoints () {
     RebuildWaypointList();
 }
 
 function Awake () {
     RebuildWaypointList();
 }
 
 
 // Draw the waypoint pickable gizmo
 function OnDrawGizmos () {
     Gizmos.DrawIcon (transform.position, "Waypoint.tif");
 }
 
 // Draw the waypoint lines only when you select one of the waypoints
 function OnDrawGizmosSelected () {
     if (waypoints.length == 0)
         RebuildWaypointList();
     for (var p : AutoWayPoint in connected) {
         if (Physics.Linecast(transform.position, p.transform.position)) {
             Gizmos.color = Color.red;
             Gizmos.DrawLine (transform.position, p.transform.position);
         } else {
             Gizmos.color = Color.green;
             Gizmos.DrawLine (transform.position, p.transform.position);
         }
     }
 }
 
 function RebuildWaypointList () {
     var objects : Object[] = FindObjectsOfType(AutoWayPoint);
     waypoints = Array(objects);
     
     for (var point : AutoWayPoint in waypoints) {
         point.RecalculateConnectedWaypoints();
     }
 }
 
 function RecalculateConnectedWaypoints ()
 {
     connected = Array();
 
     for (var other : AutoWayPoint in waypoints) {
         // Don't connect to ourselves
         if (other == this)
             continue;
         
         // Do we have a clear line of sight?
         if (!Physics.CheckCapsule(transform.position, other.transform.position, kLineOfSightCapsuleRadius)) {
             connected.Add(other);
         }
     }    
 }
 
 

and ZombieDamage

 var maximumHitPoints = 100.0;
 var hitPoints = 100.0;
 var deadReplacement : Rigidbody;
 var GOPos : GameObject;
 var scoreManager : ScoreManager;
 
 function Start(){    
     scoreManager = gameObject.Find("ScoreManager").GetComponent("ScoreManager");
 }
 
 function ApplyDamage (damage : float) {
     if (hitPoints <= 0.0)
         return;
 
     // Apply damage
     hitPoints -= damage;
     scoreManager.DrawCrosshair();
     // Are we dead?
     if (hitPoints <= 0.0)
         Replace(); 
 }
 
 function Replace() {
 
     // If we have a dead barrel then replace ourselves with it!
     if (deadReplacement) {
         var dead : Rigidbody = Instantiate(deadReplacement, GOPos.transform.position, GOPos.transform.rotation);
         scoreManager.addScore(20);
         // For better effect we assign the same velocity to the exploded barrel
         dead.GetComponent.<Rigidbody>().velocity = GetComponent.<Rigidbody>().velocity;
         dead.angularVelocity = GetComponent.<Rigidbody>().angularVelocity;
     }
     // Destroy ourselves
     Destroy(gameObject);
 }
 

Plz Help me! if you want to contact me, send email to: ExplosiveMineYT@gmail.com

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