- What do you want to achieve? Keep it simple and clear!
- So my Idea was to create a quest where you talk with a certain NPC and another one playing the role of a kidnapper starts running by using pathfinding. When the NPC arrives at the specific point it should cancel a quest.
-
What is the issue? Include screenshots / videos if possible!
However I can’t seem to get the specific player doing the quest to get his quest cancelled and instead the game cancels everybody’s quest. No matter the quest type or name. -
What solutions have you tried so far? Did you look for solutions on the Developer Hub?
I looked for solutions all over the DevHub, all possible dev forums, etc. and tried all solutions I could get my hands at but nothing seemed to work.
I can provide you with the pathfinding script of the kidnap NPC which is where the game detects when he arrives at the specific location. For further information about the quest module I use I will provide.
Here is the Pathfinding script:
local PathfindingService = game:GetService("PathfindingService")
local RunService = game:GetService("RunService")
local Players = game.Players:GetPlayers()
local path = PathfindingService:CreatePath()
local npc = script.Parent
local humanoid = npc:WaitForChild("Humanoid")
local TEST_DESTINATION = game.Workspace.DEST.Position
local waypoints
local nextWaypointIndex
local reachedConnection
local blockedConnection
local questmodule = require(game.ServerScriptService.Quests.Kidnapper)
local function followPath(destination)
local success, errorMessage = pcall(function()
path:ComputeAsync(npc.PrimaryPart.Position, destination)
end)
if success and path.Status == Enum.PathStatus.Success then
waypoints = path:GetWaypoints()
npc.PrimaryPart:SetNetworkOwner(nil)
blockedConnection = path.Blocked:Connect(function(blockedWaypointIndex)
if blockedWaypointIndex >= nextWaypointIndex then
blockedConnection:Disconnect()
followPath(destination)
end
end)
if not reachedConnection then
reachedConnection = humanoid.MoveToFinished:Connect(function(reached)
if reached and nextWaypointIndex < #waypoints then
nextWaypointIndex += 1
humanoid:MoveTo(waypoints[nextWaypointIndex].Position)
else
for i, v in pairs(game.Players:GetPlayers()) do
questmodule.Cancel(v)
end
npc:Destroy()
reachedConnection:Disconnect()
blockedConnection:Disconnect()
end
end)
end
nextWaypointIndex = 2
humanoid:MoveTo(waypoints[nextWaypointIndex].Position)
else
warn("Path not computed!", errorMessage)
end
end
followPath(TEST_DESTINATION)