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Hello Developers, so I am trying to make an AI character, and everything was going well, the pathfinding works, attack works, but the animations kind of work.
This is a visual example:
There is nothing in the script that stops the animation, to my knowledge.
This is the current AI script:
local myHuman = script.Parent:WaitForChild("Humanoid")
local myRoot = script.Parent:WaitForChild("HumanoidRootPart")
local head = script.Parent:WaitForChild("Head")
local lowerTorso = script.Parent:WaitForChild("LowerTorso")
function walkRandomly()
local xRand = math.random(-50,50)
local zRand = math.random(-50,50)
local goal = myRoot.Position + Vector3.new(xRand,0,zRand)
local path = game:GetService("PathfindingService"):CreatePath()
path:ComputeAsync(myRoot.Position, goal)
local waypoints = path:GetWaypoints()
if path.Status == Enum.PathStatus.Success then
for _, waypoint in ipairs(waypoints) do
if waypoint.Action == Enum.PathWaypointAction.Jump then
myHuman.Jump = true
end
myHuman:MoveTo(waypoint.Position)
local timeOut = myHuman.MoveToFinished:Wait(1)
if not timeOut then
walkRandomly()
end
end
else
wait(1)
walkRandomly()
end
end
function findPath(target)
local path = game:GetService("PathfindingService"):CreatePath()
path:ComputeAsync(myRoot.Position,target.Position)
local waypoints = path:GetWaypoints()
if path.Status == Enum.PathStatus.Success then
for _, waypoint in ipairs(waypoints) do
if waypoint.Action == Enum.PathWaypointAction.Jump then
myHuman.Jump = true
end
myHuman:MoveTo(waypoint.Position)
local timeOut = myHuman.MoveToFinished:Wait(1)
if not timeOut then
findPath(target)
break
end
if checkSight(target) then
repeat
myHuman:MoveTo(target.Position)
attack(target)
wait(0.1)
if target == nil then
break
elseif target.Parent == nil then
break
end
until checkSight(target) == false or myHuman.Health < 1 or target.Parent.Humanoid.Health < 1
break
end
if (myRoot.Position - waypoints[1].Position).magnitude > 20 then
findPath(target)
break
end
end
end
end
function checkSight(target)
local ray = Ray.new(myRoot.Position, (target.Position - myRoot.Position).Unit * 40)
local hit,position = workspace:FindPartOnRayWithIgnoreList(ray, {script.Parent})
if hit then
if hit:IsDescendantOf(target.Parent) and math.abs(hit.Position.Y - myRoot.Position.Y) < 3 then
return true
end
end
return false
end
function findTarget()
local dist = 75
local target = nil
local potentialTargets = {}
local seeTargets = {}
for i,v in ipairs(workspace:GetChildren()) do
local human = v:FindFirstChild("Humanoid")
local torso = v:FindFirstChild("Torso") or v:FindFirstChild("HumanoidRootPart")
if human and torso and v.Name ~= script.Parent.Name and v.Name ~= "Cannibal" and v.Name ~= "Psycho" then
if (myRoot.Position - torso.Position).magnitude < dist and human.Health > 0 then
table.insert(potentialTargets,torso)
end
end
end
if #potentialTargets > 0 then
for i,v in ipairs(potentialTargets) do
if checkSight(v) then
table.insert(seeTargets, v)
elseif #seeTargets == 0 and (myRoot.Position - v.Position).magnitude < 150 then
target = v
dist = (myRoot.Position - v.Position).magnitude
end
end
end
if #seeTargets > 0 then
dist = 150
for i,v in ipairs(seeTargets) do
if (myRoot.Position - v.Position).magnitude < 150 then
target = v
dist = (myRoot.Position - v.Position).magnitude
end
end
end
return target
end
function attack(target)
if (myRoot.Position - target.Position).magnitude < 5 then
if target.Parent ~= nil then
target.Parent.Humanoid:TakeDamage(35)
end
wait(0.4)
end
end
function main()
local target = findTarget()
if target then
myHuman.WalkSpeed = 14
findPath(target)
else
myHuman.WalkSpeed = 8
walkRandomly()
end
end
while wait(0.1) do
if myHuman.Health < 1 then
break
end
main()
end
This is a open-sourced AI script from kangerujack, and I am 90% sure it is not because of his script, (though I modified it a bit). I have a feeling it is because of the Animate script, which is this one

I have only made a idle/walk animation and made sure to set the walk animation to the RunAnim & WalkAnim, I have no idea why this is happening and if anybody can help me resolve this issue it would be really appreciated. (P.S the animations are set to movement)