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poison7797

Need Help with MonsterAI script

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Hello, im having trouble releasing dead enemy after some time.

When i kill enemy i want body to disappear after 5 sec.

I have change AI script , have no errors but it does not work.

Can someone help ?

 

Here is my code.

 

Thanks

 

import "Scripts/AnimationManager.lua"
import "Scripts/Functions/GetEntityNeighbors.lua"
--Public values
Script.health=40--int "Health"
Script.enabled=true--bool "Enabled"
Script.target=nil--entity "Target"
Script.sightradius=3--float "Sight Range"
Script.senseradius=3--float "Hearing Range"
Script.teamid=2--choice "Team" "Neutral,Good,Bad"
--Private values
Script.damage=5
Script.attackrange=1
Script.updatefrequency=500
Script.lastupdatetime=0
Script.prevtarget=nil
Script.animation={}
Script.animation.idle=0
Script.animation.run=1
Script.animation.attack={}
Script.animation.attack[0]=2
Script.animation.attack[1]=2
Script.animation.death=3
Script.followingtarget=false
Script.maxaccel=10
Script.speed=1.5
Script.lastupdatetargettime=0
Script.attackmode=0
Script.attackbegan=0
Script.sound={}
Script.sound.death = Sound:Load("Sound/Characters/zombiecrawlerdie.wav")
Script.sound.alert = Sound:Load("Sound/Characters/zombiecrawlerintro.wav")
Script.sound.attack={}
Script.sound.attack[1] = Sound:Load("Sound/Characters/zombiecrawlerswipe.wav")
Script.sound.attack[2] = Sound:Load("Sound/Characters/zombiecrawlerswipe.wav")
Script.removeBodyTimer = 0
Script.removeBodyTime = 5
function Script:Enable()--in
if self.enabled==false then
 if self.health>0 then
  self.enabled=true
  if self.target~=nil then
   self:SetMode("roam")
  else
   self:SetMode("idle")
  end
 end
end
end
function Script:ChooseTarget()
local entities = GetEntityNeighbors(self.entity,self.sightradius,true)
local k,entity
for k,entity in pairs(entities) do
 if entity.script.teamid~=nil and entity.script.teamid~=0 and entity.script.teamid~=self.teamid then
  if entity.script.health>0 then
   local d = self.entity:GetDistance(entity)
   --if d<self.senseradius then
   -- return entity.script
   --else
   -- local p = Transform:Point(entity:GetPosition(),nil,self.entity)
   -- if (p.z>-math.abs(p.x) and p.z<-math.abs(p.y)) then
  local pickinfo=PickInfo()
  if self.entity.world:Pick(self.entity:GetPosition()+Vec3(0,1.6,0),entity:GetPosition()+Vec3(0,1.6,0),pickinfo,0,false,Collision.LineOfSight)==false then
   return entity.script
  end
   -- end
   --end
  end
 end
end
end
function Script:DistanceToTarget()
local pos = self.entity:GetPosition()
local targetpos = self.target.entity:GetPosition()
if math.abs(targetpos.y-pos.y)<1.5 then
 return pos:xz():DistanceToPoint(targetpos:xz())
else
 return 100000--if they are on different vertical levels, assume they can't be reached
end
end
function Script:TargetInRange()
local pos = self.entity:GetPosition()
local targetpos = self.target.entity:GetPosition()
if math.abs(targetpos.y-pos.y)<1.5 then
 if pos:xz():DistanceToPoint(targetpos:xz())<self.attackrange then
  return true
 end
end
return false
end
--[[
function WorldGetEntitiesInAABBDoCallback(entity,extra)
if entity~=extra then
 if GetEntityNeighborsScriptedOnly==false or entity.script~=nil then
  table.insert(WorldGetEntitiesInAABBDoCallbackTable,entity)
 end
end
end
function GetEntityNeighbors(entity,radius,scriptOnly)
local result
local aabb = AABB()
local p = entity:GetPosition(true)
local temp = GetEntityNeighborsScriptedOnly
GetEntityNeighborsScriptedOnly=scriptOnly
aabb.min = p - radius
aabb.max = p + radius
aabb:Update()
local table = WorldGetEntitiesInAABBDoCallbackTable
WorldGetEntitiesInAABBDoCallbackTable = {}
entity.world:ForEachEntityInAABBDo(aabb,"WorldGetEntitiesInAABBDoCallback",entity)
result = WorldGetEntitiesInAABBDoCallbackTable
WorldGetEntitiesInAABBDoCallbackTable = table
GetEntityNeighborsScriptedOnly = temp
return result
end
]]--
function Script:Start()
self.animationmanager = AnimationManager:Create(self.entity)
if self.enabled then
 if self.target~=nil then
  self:SetMode("roam")
 else
  self:SetMode("idle")
 end
end
end
function Script:Hurt(damage,distributorOfPain)
if self.health>0 then
 if self.target==nil then
  self.target=distributorOfPain
  self:SetMode("attack")
 end
 self.health = self.health - damage
 if self.health<=0 then
  self.entity:SetMass(0)
  self.entity:SetCollisionType(0)
  self.entity:SetPhysicsMode(Entity.RigidBodyPhysics)
  self:SetMode("dying")
 end
end
end
function Script:EndDeath()
self:SetMode("dead")
self.removeBodyTimer = self.removeBodyTimer + (Time:GetSpeed()/100)
end
function Script:DirectMoveToTarget()
self.entity:Stop()
local targetpos = self.target.entity:GetPosition()
local pos = self.entity:GetPosition()
local dir = Vec2(targetpos.z-pos.z,targetpos.x-pos.x):Normalize()
local angle = -Math:ATan2(dir.y,-dir.x)
self.entity:SetInput(angle,self.speed)
end
function Script:SetMode(mode)
if mode~=self.mode then
 local prevmode=self.mode
 self.mode=mode
 if mode=="idle" then
  self.target=nil
  self.animationmanager:SetAnimationSequence(0,0.02)
  self.entity:Stop()--stop following anything
 elseif mode=="roam" then
  if self.target~=nil then
   self.animationmanager:SetAnimationSequence(1,0.04)
   self.entity:GoToPoint(self.target:GetPosition(true),5,5)
  else
   self:SetMode("idle")
  end
 elseif mode=="attack" then
  self:EndAttack()
 elseif mode=="chase" then
  if self.entity:Follow(self.target.entity,self.speed,self.maxaccel) then
   if prevmode~="chase" then
 self.entity:EmitSound(self.sound.alert)
   end
   self.followingtarget=true
   self.animationmanager:SetAnimationSequence(self.animation.run,0.05,300)
   if self:DistanceToTarget()<self.attackrange*2 then
 self.followingtarget=false
 self.entity:Stop()
 self:DirectMoveToTarget()
   end
  else
   self.target=nil
   self:SetMode("idle")
   return
  end
 elseif mode=="dying" then
  self.entity:EmitSound(self.sound.death)
  self.entity:Stop()
  self.animationmanager:SetAnimationSequence(self.animation.death,0.04,300,1,self,self.EndDeath)
 elseif mode=="dead" then
  self.entity:SetCollisionType(0)
  self.entity:SetMass(0)
  self.entity:SetShape(nil)
  self.entity:SetPhysicsMode(Entity.RigidBodyPhysics)
  self.enabled=false
  if (self.removeBodyTimer > self.removeBodyTime) then
  self.entity:Release()
  end

 end
end
end
function Script:EndAttack()
if self.mode=="attack" then
 if self.target.health<=0 then
  self:SetMode("idle")
  return
 end
 local d = self:DistanceToTarget()
 if d>self.attackrange then
  --if d>self.attackrange*2 then
   self:SetMode("chase")
   return
  --else
  -- local pos = self.entity:GetPosition()
  -- local targetpos = self.target.entity:GetPosition()
  -- self.entity:SetInput(-Math:ATan2(targetpos.x-pos.x,targetpos.y-pos.y),self.speed)
  -- return
  --end
 end
 self.entity:Stop()
 self.attackmode = 1-self.attackmode--switch between right and left attack modes
 self.animationmanager:SetAnimationSequence(self.animation.attack[self.attackmode],0.04*math.random(1,1.25),300,1,self,self.EndAttack)
 self.attackbegan = Time:GetCurrent()
 if math.random()>0.75 then self.entity:EmitSound(self.sound.attack[self.attackmode+1]) end
end
end
function Script:UpdatePhysics()
if self.enabled==false then return end
local t = Time:GetCurrent()
self.entity:SetInput(self.entity:GetRotation().y,0)

if self.mode=="idle" then
 if t-self.lastupdatetargettime>250 then
  self.lastupdatetargettime=t
  self.target = self:ChooseTarget()
  if self.target then
   self:SetMode("chase")
  end
 end
elseif self.mode=="roam" then
 if self.entity:GetDistance(self.target)<1 then
  self:SetMode("idle")
 end
elseif self.mode=="chase" then
 if self.target.health<=0 then
  self:SetMode("idle")
  return
 end
 if self:TargetInRange() then
  self:SetMode("attack")
 elseif self:DistanceToTarget()<self.attackrange*2 then
  self.followingtarget=false
  self.entity:Stop()
  self:DirectMoveToTarget()
 else
  if self.followingtarget==false then
   if self.entity:Follow(self.target.entity,self.speed,self.maxaccel) then
 self:SetMode("idle")
   end
  end
 end
elseif self.mode=="attack" then
 if self.attackbegan~=nil then
  if t-self.attackbegan>300 then
   self.attackbegan=nil
   self.target:Hurt(self.damage)
  end
 end
 local pos = self.entity:GetPosition()
 local targetpos = self.target.entity:GetPosition()
 local dx=targetpos.x-pos.x
 local dz=targetpos.z-pos.z
 self.entity:AlignToVector(-dx,0,-dz)
end
end
function Script:Draw()
if self.enabled==false then return end
self.animationmanager:Update()
end

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Your EndDeath()-Function only gets called once, after the dying-animation is finnished. Assuming, you want the timer to start then, you should replace

self.removeBodyTimer = self.removeBodyTimer + (Time:GetSpeed()/100)

at that point by

self.removeBodyTimer = 0

 

Then you have to increase the timer every frame and check, if its value exceeded the given threshold. So, you should move the line, you originally had into UpdatePhysics()-Function.

You should have a chunk there that says:

if mode == "dead" then
   self.removeBodyTimer = self.removeBodyTimer + (Time:GetSpeed()/100)
   if (self.removeBodyTimer > self.removeBodyTime) then
       self.entity:Release()
   end
end

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Thanks for help. I done that but still wont work!

Can you check ?

 

import "Scripts/AnimationManager.lua"
import "Scripts/Functions/GetEntityNeighbors.lua"
--Public values
Script.health=40--int "Health"
Script.enabled=true--bool "Enabled"
Script.target=nil--entity "Target"
Script.sightradius=3--float "Sight Range"
Script.senseradius=3--float "Hearing Range"
Script.teamid=2--choice "Team" "Neutral,Good,Bad"
--Private values
Script.damage=5
Script.attackrange=1
Script.updatefrequency=500
Script.lastupdatetime=0
Script.prevtarget=nil
Script.animation={}
Script.animation.idle=0
Script.animation.run=1
Script.animation.attack={}
Script.animation.attack[0]=2
Script.animation.attack[1]=2
Script.animation.death=3
Script.followingtarget=false
Script.maxaccel=10
Script.speed=1.5
Script.lastupdatetargettime=0
Script.attackmode=0
Script.attackbegan=0
Script.sound={}
Script.sound.death = Sound:Load("Sound/Characters/zombiecrawlerdie.wav")
Script.sound.alert = Sound:Load("Sound/Characters/zombiecrawlerintro.wav")
Script.sound.attack={}
Script.sound.attack[1] = Sound:Load("Sound/Characters/zombiecrawlerswipe.wav")
Script.sound.attack[2] = Sound:Load("Sound/Characters/zombiecrawlerswipe.wav")
Script.removeBodyTimer = 0
Script.removeBodyTime = 5
function Script:Enable()--in
if self.enabled==false then
 if self.health>0 then
  self.enabled=true
  if self.target~=nil then
    self:SetMode("roam")
  else
    self:SetMode("idle")
  end
 end
end
end
function Script:ChooseTarget()
local entities = GetEntityNeighbors(self.entity,self.sightradius,true)
local k,entity
for k,entity in pairs(entities) do
 if entity.script.teamid~=nil and entity.script.teamid~=0 and entity.script.teamid~=self.teamid then
  if entity.script.health>0 then
    local d = self.entity:GetDistance(entity)
    --if d<self.senseradius then
    -- return entity.script
    --else
    -- local p = Transform:Point(entity:GetPosition(),nil,self.entity)
    -- if (p.z>-math.abs(p.x) and p.z<-math.abs(p.y)) then
	  local pickinfo=PickInfo()
	  if self.entity.world:Pick(self.entity:GetPosition()+Vec3(0,1.6,0),entity:GetPosition()+Vec3(0,1.6,0),pickinfo,0,false,Collision.LineOfSight)==false then
	   return entity.script
	  end
    -- end
    --end
  end
 end
end
end
function Script:DistanceToTarget()
local pos = self.entity:GetPosition()
local targetpos = self.target.entity:GetPosition()
if math.abs(targetpos.y-pos.y)<1.5 then
 return pos:xz():DistanceToPoint(targetpos:xz())
else
 return 100000--if they are on different vertical levels, assume they can't be reached
end
end
function Script:TargetInRange()
local pos = self.entity:GetPosition()
local targetpos = self.target.entity:GetPosition()
if math.abs(targetpos.y-pos.y)<1.5 then
 if pos:xz():DistanceToPoint(targetpos:xz())<self.attackrange then
  return true
 end
end
return false
end
--[[
function WorldGetEntitiesInAABBDoCallback(entity,extra)
if entity~=extra then
 if GetEntityNeighborsScriptedOnly==false or entity.script~=nil then
  table.insert(WorldGetEntitiesInAABBDoCallbackTable,entity)
 end
end
end
function GetEntityNeighbors(entity,radius,scriptOnly)
local result
local aabb = AABB()
local p = entity:GetPosition(true)
local temp = GetEntityNeighborsScriptedOnly
GetEntityNeighborsScriptedOnly=scriptOnly
aabb.min = p - radius
aabb.max = p + radius
aabb:Update()
local table = WorldGetEntitiesInAABBDoCallbackTable
WorldGetEntitiesInAABBDoCallbackTable = {}
entity.world:ForEachEntityInAABBDo(aabb,"WorldGetEntitiesInAABBDoCallback",entity)
result = WorldGetEntitiesInAABBDoCallbackTable
WorldGetEntitiesInAABBDoCallbackTable = table
GetEntityNeighborsScriptedOnly = temp
return result
end
]]--
function Script:Start()
self.animationmanager = AnimationManager:Create(self.entity)
if self.enabled then
 if self.target~=nil then
  self:SetMode("roam")
 else
  self:SetMode("idle")
 end
end
end
function Script:Hurt(damage,distributorOfPain)
if self.health>0 then
 if self.target==nil then
  self.target=distributorOfPain
  self:SetMode("attack")
 end
 self.health = self.health - damage
 if self.health<=0 then
  self.entity:SetMass(0)
  self.entity:SetCollisionType(0)
  self.entity:SetPhysicsMode(Entity.RigidBodyPhysics)
  self:SetMode("dying")
 end
end
end
function Script:EndDeath()
self:SetMode("dead")
self.removeBodyTimer = 0
end
function Script:DirectMoveToTarget()
self.entity:Stop()
local targetpos = self.target.entity:GetPosition()
local pos = self.entity:GetPosition()
local dir = Vec2(targetpos.z-pos.z,targetpos.x-pos.x):Normalize()
local angle = -Math:ATan2(dir.y,-dir.x)
self.entity:SetInput(angle,self.speed)
end
function Script:SetMode(mode)
if mode~=self.mode then
 local prevmode=self.mode
 self.mode=mode
 if mode=="idle" then
  self.target=nil
  self.animationmanager:SetAnimationSequence(0,0.02)
  self.entity:Stop()--stop following anything
 elseif mode=="roam" then
  if self.target~=nil then
    self.animationmanager:SetAnimationSequence(1,0.04)
    self.entity:GoToPoint(self.target:GetPosition(true),5,5)
  else
    self:SetMode("idle")
  end
 elseif mode=="attack" then
  self:EndAttack()
 elseif mode=="chase" then
  if self.entity:Follow(self.target.entity,self.speed,self.maxaccel) then
    if prevmode~="chase" then
	 self.entity:EmitSound(self.sound.alert)
    end
    self.followingtarget=true
    self.animationmanager:SetAnimationSequence(self.animation.run,0.05,300)
    if self:DistanceToTarget()<self.attackrange*2 then
	 self.followingtarget=false
	 self.entity:Stop()
	 self:DirectMoveToTarget()
    end
  else
    self.target=nil
    self:SetMode("idle")
    return
  end
 elseif mode=="dying" then
  self.entity:EmitSound(self.sound.death)
  self.entity:Stop()
  self.animationmanager:SetAnimationSequence(self.animation.death,0.04,300,1,self,self.EndDeath)
 elseif mode=="dead" then
  self.entity:SetCollisionType(0)
  self.entity:SetMass(0)
  self.entity:SetShape(nil)
  self.entity:SetPhysicsMode(Entity.RigidBodyPhysics)
  self.enabled=false

 end
end
end
function Script:EndAttack()
if self.mode=="attack" then
 if self.target.health<=0 then
  self:SetMode("idle")
  return
 end
 local d = self:DistanceToTarget()
 if d>self.attackrange then
  --if d>self.attackrange*2 then
    self:SetMode("chase")
    return
  --else
  -- local pos = self.entity:GetPosition()
  -- local targetpos = self.target.entity:GetPosition()
  -- self.entity:SetInput(-Math:ATan2(targetpos.x-pos.x,targetpos.y-pos.y),self.speed)
  -- return
  --end
 end
 self.entity:Stop()
 self.attackmode = 1-self.attackmode--switch between right and left attack modes
 self.animationmanager:SetAnimationSequence(self.animation.attack[self.attackmode],0.04*math.random(1,1.25),300,1,self,self.EndAttack)
 self.attackbegan = Time:GetCurrent()
 if math.random()>0.75 then self.entity:EmitSound(self.sound.attack[self.attackmode+1]) end
end
end
function Script:UpdatePhysics()
if self.enabled==false then return end
local t = Time:GetCurrent()
self.entity:SetInput(self.entity:GetRotation().y,0)
if self.mode=="idle" then
 if t-self.lastupdatetargettime>250 then
  self.lastupdatetargettime=t
  self.target = self:ChooseTarget()
  if self.target then
    self:SetMode("chase")
  end
 end
elseif self.mode=="roam" then
 if self.entity:GetDistance(self.target)<1 then
  self:SetMode("idle")
 end
elseif self.mode=="chase" then
 if self.target.health<=0 then
  self:SetMode("idle")
  return
 end
 if self:TargetInRange() then
  self:SetMode("attack")
 elseif self:DistanceToTarget()<self.attackrange*2 then
  self.followingtarget=false
  self.entity:Stop()
  self:DirectMoveToTarget()
 else
  if self.followingtarget==false then
    if self.entity:Follow(self.target.entity,self.speed,self.maxaccel) then
	 self:SetMode("idle")
    end
  end
 end
elseif self.mode=="attack" then
 if self.attackbegan~=nil then
  if t-self.attackbegan>300 then
    self.attackbegan=nil
    self.target:Hurt(self.damage)
  end
 end
if mode == "dead" then
    self.removeBodyTimer = self.removeBodyTimer + (Time:GetSpeed()/100)
    if (self.removeBodyTimer > self.removeBodyTime) then
		    self.entity:Release()
    end
end
 local pos = self.entity:GetPosition()
 local targetpos = self.target.entity:GetPosition()
 local dx=targetpos.x-pos.x
 local dz=targetpos.z-pos.z
 self.entity:AlignToVector(-dx,0,-dz)
end
end
function Script:Draw()
if self.enabled==false then return end
self.animationmanager:Update()
end

 

Thanks

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It has to be "self.mode" inside the UpdatePhysics()-Function (My bad ;) )

If it still doesn't work, try printing the value of "self.removeBodyTimer" after increasing it and see, if this creates any usable information.

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Thanks, still wont work. System Print wont print anything.

I have create RemoveBody.lua and when i put that script on some entity, lets say barrel, its working.

But when inside of MonsterAI.lua it just wont work.

Strange...

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