public class GuardPatrol : MonoBehaviour { // Patrol route data public List<Transform> patrolPoints = new List<Transform>(); public float patrolSpeed = 2.0f;
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void ScanSurroundings() { // Raycast or overlap sphere to detect player or suspicious activity // ... } } This example provides a basic guard patrol script, which can be expanded upon and integrated with the game's existing mechanics. public class GuardPatrol : MonoBehaviour { // Patrol
// Scan surroundings if (Time.time > nextScanTime) { nextScanTime = Time.time + scanInterval; ScanSurroundings(); } } patrolPoints = new List<
A game mod!
"Improved Nighttime Security Patrols"
void Update() { // Patrol logic if (patrolPoints.Count > 0) { Transform target = patrolPoints[currentPatrolPoint]; float step = patrolSpeed * Time.deltaTime; transform.position = Vector3.MoveTowards(transform.position, target.position, step);
public class GuardPatrol : MonoBehaviour { // Patrol route data public List<Transform> patrolPoints = new List<Transform>(); public float patrolSpeed = 2.0f;
That being said, here's a potential feature idea:
void ScanSurroundings() { // Raycast or overlap sphere to detect player or suspicious activity // ... } } This example provides a basic guard patrol script, which can be expanded upon and integrated with the game's existing mechanics.
// Scan surroundings if (Time.time > nextScanTime) { nextScanTime = Time.time + scanInterval; ScanSurroundings(); } }
A game mod!
"Improved Nighttime Security Patrols"
void Update() { // Patrol logic if (patrolPoints.Count > 0) { Transform target = patrolPoints[currentPatrolPoint]; float step = patrolSpeed * Time.deltaTime; transform.position = Vector3.MoveTowards(transform.position, target.position, step);