Nextbot randomly moving toward its enemy when it isn't supposed to

–Beware, long code incoming–


AddCSLuaFile()

ENT.Base 			= "base_nextbot"
ENT.Spawnable		= true

function ENT:Initialize()

	local models = {
	"models/humans/group03/male_01.mdl",
	"models/humans/group03/male_02.mdl",
	"models/humans/group03/male_03.mdl",
	"models/humans/group03/male_04.mdl",
	"models/humans/group03/male_05.mdl",
	}
	
	self:SetModel( table.Random( models ) )
    self:SetHealth( 100 )
	self.Running = false
    self.lastthink = 0
	self.LoseTargetDist	= 2000	-- How far the enemy has to be before we lose them
	self.SearchRadius 	= 2000	-- How far to search for enemies

end

----------------------------------------------------
-- ENT:Get/SetEnemy()
-- Simple functions used in keeping our enemy saved
----------------------------------------------------
function ENT:SetEnemy( ent )
	self.Enemy = ent
end
function ENT:GetEnemy()
	return self.Enemy
end

----------------------------------------------------
-- ENT:HaveEnemy()
-- Returns true if we have a enemy
----------------------------------------------------
function ENT:HaveEnemy()
	-- If our current enemy is valid
	
if ( self:GetEnemy() and IsValid( self:GetEnemy() ) and self:GetEnemy():Alive() ) then
	
		-- If the enemy is too far
if ( self:GetRangeTo( self:GetEnemy():GetPos() ) > self.LoseTargetDist ) then
		
			-- If the enemy is lost then call FindEnemy() to look for a new one
			-- FindEnemy() will return true if an enemy is found, making this function return true
return self:FindEnemy()
			
elseif self:GetRangeTo( self:GetEnemy():GetPos() ) <= 1000 then
		
if self.Running then

				self.loco:SetDesiredSpeed( 0 )
                                self.loco:SetAcceleration( 0 )
				self.loco:FaceTowards( self:GetEnemy():GetPos() )
				
self.Running = false --if we're running then make us not be running
				
end
		
self:ShootEnemy()
				
elseif self:GetRangeTo( self:GetEnemy():GetPos() ) > 1000 then

if self.Running == false or self.Running == nil then
		
self:StartActivity( ACT_RUN ) --if we arent running then make us run
		
self.loco:SetDesiredSpeed( 200 )
		
self.Running = true

end
		
		-- If the enemy is dead( we have to check if its a player before we use Alive() )
		
elseif ( self:GetEnemy():IsPlayer() and !self:GetEnemy():Alive() ) then

return self:FindEnemy()		-- Return false if the search finds nothing

end
		-- The enemy is neither too far nor too dead so we can return true
return true

else
		-- The enemy isn't valid so lets look for a new one
return self:FindEnemy()

end

end

function ENT:OnKilled( dmginfo )
	hook.Call( "OnNPCKilled", GAMEMODE, self, dmginfo:GetAttacker(), dmginfo:GetInflictor() )
self:BecomeRagdoll( dmginfo )
self:EmitSound( "npc/ichthyosaur/attack_growl1.wav" )
end

----------------------------------------------------
-- ENT:FindEnemy()
-- Returns true and sets our enemy if we find one
----------------------------------------------------
function ENT:FindEnemy()
	-- Search around us for entities
	
	local _ents = ents.FindInSphere( self:GetPos(), self.SearchRadius )--ents.FindInCone( self:GetPos() + self:GetForward() * 10, self:GetForward(), 1000, 180 )
	
	-- Here we loop through every entity the above search finds and see if it
	--is what we want
	
	for k, v in pairs( _ents ) do
	
		if ( v:IsPlayer() and v:Health() > 0 ) then
		
			self:SetEnemy( v )
			
			return true
			
		end
		
	end
	
	-- We found nothing so we will set our enemy as nil ( nothing ) and return false
	
	self:SetEnemy( nil )
	
	return false
	
end

function ENT:GiveWeapon(wep)

local wep = ents.Create(wep)
local pos = self:GetAttachment(self:LookupAttachment("anim_attachment_RH")).Pos
wep:SetOwner(self)
        wep:SetPos(pos)
       
        wep:Spawn()
        wep.DontPickUp = true
        wep:SetSolid(SOLID_NONE)
               
        wep:SetParent(self)
 
        wep:Fire("setparentattachment", "anim_attachment_RH")
        wep:AddEffects(EF_BONEMERGE)
		
self.Wep = wep
		
end

function ENT:Think()

if not IsValid(self.Wep) then

self:GiveWeapon( "weapon_ar2" )

end

end

function ENT:MeleeAttack()

self:EmitSound( "Flesh.ImpactHard" )

self:PlaySequenceAndWait( "MeleeAttack01" )

self:GetEnemy():TakeDamage( 10 )

end

function ENT:ShootEnemy()

						  local bullet = {}
                                bullet.Num = 1
                                bullet.Src = self:GetForward()
                                bullet.Dir = self:GetEnemy():WorldSpaceCenter()
                                bullet.Spread = Vector(10,10,0)
                                bullet.Tracer = 1
                                bullet.TracerName = "Tracer"
                                bullet.Force = 1
                                bullet.Damage = math.random(1,3)
                                bullet.AmmoType = "ar2"

self:FireBullets( bullet )

self:PlaySequenceAndWait( "shoot_smg1" )

self:EmitSound( "Weapon_AR2.Single" )

self:MuzzleFlash()

end

----------------------------------------------------
-- ENT:RunBehaviour()
-- This is where the meat of our AI is
----------------------------------------------------
function ENT:RunBehaviour()
	-- This function is called when the entity is first spawned. It acts as a giant loop that will run as long as the NPC exists
	
	while ( true ) do
	
		-- Lets use the above mentioned functions to see if we have/can find a enemy
		if ( self:HaveEnemy() and self:GetEnemy() ) then
		
			-- Now that we have an enemy, the code in this block will run
			
			self.loco:FaceTowards( self:GetEnemy():GetPos() )			-- Face our enemy
			
			--self:StartActivity( ACT_RUN )			-- Set the animation
			
			--self.loco:SetDesiredSpeed( 300 )		-- Set the speed that we will be moving at. Don't worry, the animation will speed up/slow down to match
			
			--self.loco:SetAcceleration( 500 )			-- We are going to run at the enemy quickly, so we want to accelerate really fast
			
			self:ChaseEnemy() 						-- The new function like MoveToPos.
			
			--self.loco:SetAcceleration( 600 )			-- Set this back to its default since we are done chasing the enemy
			
			self:StartActivity( ACT_IDLE )			--We are done so go back to idle
			
			-- Now once the above function is finished doing what it needs to do, the code will loop back to the start
			
			-- unless you put stuff after the if statement. Then that will be run before it loops
		else
		
			-- Since we can't find an enemy, lets wander
			
			-- Its the same code used in Garry's test bot
			
			self:StartActivity( ACT_WALK )			-- Walk animation
			
			self.loco:SetDesiredSpeed( 100 )		-- Walk speed
			
			self:MoveToPos( self:GetPos() + Vector( math.Rand( -1, 1 ), math.Rand( -1, 1 ), 0 ) * 400 ) -- Walk to a random place within about 400 units ( yielding )
			
			self:StartActivity( ACT_IDLE )
			
		end
		-- At this point in the code the bot has stopped chasing the player or finished walking to a random spot
		
		-- Using this next function we are going to wait 2 seconds until we go ahead and repeat it
		
		coroutine.wait( 0.10 )
		
	end

end

----------------------------------------------------
-- ENT:ChaseEnemy()
-- Works similarly to Garry's MoveToPos function
-- except it will constantly follow the
-- position of the enemy until there no longer
-- is one.
----------------------------------------------------
function ENT:ChaseEnemy( options )

	local options = options or {}

	local path = Path( "Follow" )
	path:SetMinLookAheadDistance( options.lookahead or 300 )
	path:SetGoalTolerance( options.tolerance or 20 )
	path:Compute( self, self:GetEnemy():GetPos() )		-- Compute the path towards the enemies position

	if ( !path:IsValid() ) then return "failed" end

	while ( path:IsValid() and self:HaveEnemy() ) do

		if ( path:GetAge() > 0.1 ) then					-- Since we are following the player we have to constantly remake the path
			path:Compute( self, self:GetEnemy():GetPos() )-- Compute the path towards the enemy's position again
		end
		path:Update( self )								-- This function moves the bot along the path

		if ( options.draw ) then path:Draw() end
		-- If we're stuck, then call the HandleStuck function and abandon
		if ( self.loco:IsStuck() ) then
			self:HandleStuck()
			return "stuck"
		end

		coroutine.yield()

	end

	return "ok"

end

list.Set( "NPC", "test_rifleman", {
	Name = "Test NB",
	Class = "test_rifleman",
	Category = "NextBot"
} )


Okay. So, upon spawning the nextbot, he slowly moves towards the player when he has a target. Why? He’s not supposed too… as I’ve set his speed to 0 when he shoots at the player. Why does he still move forward?

I would try Breaking your Chase Function When the enemy is within 1000 units



function ENT:ChaseEnemy( options )

	local options = options or {}

	local path = Path( "Follow" )
	path:SetMinLookAheadDistance( options.lookahead or 300 )
	path:SetGoalTolerance( options.tolerance or 20 )
	path:Compute( self, self:GetEnemy():GetPos() )		

	if ( !path:IsValid() ) then return "failed" end

	while ( path:IsValid() and self:HaveEnemy() ) do

                if self:GetRangeTo(self:GetEnemy():GetPos()) <= 1000 then break end        -- stop chasing my enemy if he's within 1000 units

		if ( path:GetAge() > 0.1 ) then					
			path:Compute( self, self:GetEnemy():GetPos() )
		end
		path:Update( self )								

		if ( options.draw ) then path:Draw() end
		
		if ( self.loco:IsStuck() ) then
			self:HandleStuck()
			return "stuck"
		end

		coroutine.yield()

	end

	return "ok"

end

also, you’re bot’s not gonna shoot anything if your shoot functions are inside HaveEnemy() unless you return them, either way, i’d put them out inside the Behavior Coroutine, or in Think(), depending on how your bot is supposed to function.

Nope. Having the shooting functions in HaveEnemy works perfectly fine.

My mistake. Was looking at it differently.

But i tested your bot, and adding the Break to the chase function fixes the movement issue.
However, the bot now shifts constantly from its firing animation to its idle animation, so i would recommend changing that StartActivity() right after the self:ChaseEnemy() to play the “ACT_IDLE_SMG1” activity instead of “ACT_IDLE”.

Also I fixed the issue in a different way too. Thanks for trying to help though