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1
Question by tatelax · Dec 28, 2011 at 05:24 AM · timedistanceoverhealth

How would I decrease a variable over time based on distance?

Hello,

I am working on my enemy AI. Basically what I am trying to do is subtract my player's health over time when in range with the enemy. I am able to subtract health from the player when within range, but because I am checking the distance between them in the Update function, my health is being subtracted very fast. How can I make it so that the health slowly decreases? Here is my code:

THANKS!

var player : Transform; var minTargetDist = 10.0; var minAttackDist = 5.0; var rotationDamping = 6.0;

private var attacking = false;

function Update () { var distBetween = Vector3.Distance(player.position, transform.position);

 if (distBetween <= minTargetDist) {
     var rotation = Quaternion.LookRotation(player.position - transform.position);
     transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime *                     rotationDamping);
 }
 else {
     return;    
 }
 
 if (distBetween <= minAttackDist) {
     if (attacking) {
         Attack();    
     }
     else {
         attacking = true;    
     }
 }
 else {
     return;    
 }
         

}

function Attack() { var damage = 2 * Time.time;

 player.GetComponent(PlayerHealth).health -= damage;    

}

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Answer by Rod-Green · Dec 28, 2011 at 05:46 AM

There's two ways to do this, either:

a) limit the time between the attacks something like this:

  var player : Transform;
 var minTargetDist = 10.0;
 var minAttackDist = 5.0;
 var rotationDamping = 6.0;
 var attackTime = 1.0;
 var damage = 1.0;
 private var attacking = false;
 private var lastAttackTime = -100.0;
 
 function Update () {
     var distBetween = Vector3.Distance(player.position, transform.position);
 
     if (distBetween <= minTargetDist) {
     var rotation = Quaternion.LookRotation(player.position - transform.position);
     transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * rotationDamping);
 }
 else {
     return;    
 }
 
 if (distBetween <= minAttackDist) {
     if (attacking) {
        Attack(); 
     }
     else {
        attacking = true; 
     }
 }
 else {
     return;    
 }
 }
 
 function Attack()
 {
     if(Time.time - lastAttackTime < attackTime)
         return;
     lastAttackTime = Time.time;
 
     player.GetComponent(PlayerHealth).health -= damage; 
 }


or B) Use deltaTime rather than time to do 'progressive' damage

   var damage = 2 * Time.deltaTime;
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avatar image tatelax · Dec 28, 2011 at 04:53 PM 0
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Works great thanks!

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