Hello, it is a weird code.
local SearchDistance = 10000 – How far a player can be before it detects you
local ZombieDamage = 25 – How much damage the Zombie inficts towards the player
local DamageWait = 2 – How many seconds to wait before it can damage the player again
local WanderX, WanderZ = 30, 30
– How many studs the zombie can wander on the x and z axis in studs ; 0, 0 to stay still
–[[
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
–]]
function getHumanoid(model)
for _, v in pairs(model:GetChildren())do
if v:IsA’Humanoid’ then
return v
end
end
end
local zombie = script.Parent
local human = getHumanoid(zombie)
local hroot = zombie.HumanoidRootPart
local zspeed = hroot.Velocity.magnitude
local head = zombie:FindFirstChild’Head’
local vars = script.vars
local pfs = game:GetService(“PathfindingService”)
local players = game:GetService(‘Players’)
local path
local waypoint
local chaseName = nil
function GetTorso(part)
local chars = game.Workspace:GetChildren()
local chaseRoot = nil
local chaseTorso = nil
local chasePlr = nil
local chaseHuman = nil
local mag = SearchDistance
for i = 1, #chars do
chasePlr = chars[i]
if chasePlr:IsA’Model’ and chasePlr ~= zombie then
chaseHuman = getHumanoid(chasePlr)
chaseRoot = chasePlr:FindFirstChild’HumanoidRootPart’
if chaseRoot ~= nil and chaseHuman ~= nil and chaseHuman.Health > 0 and chaseHuman.Name ~= “Zombie” then
if (chaseRoot.Position - part).magnitude < mag then
chaseName = chasePlr.Name
chaseTorso = chaseRoot
mag = (chaseRoot.Position - part).magnitude
end
end
end
end
return chaseTorso
end
function GetPlayersBodyParts(t)
local torso = t
if torso then
local figure = torso.Parent
for _, v in pairs(figure:GetChildren())do
if v:IsA’Part’ then
return v.Name
end
end
else
return “HumanoidRootPart”
end
end
local damagetime
local damagedb = false
for _, zambieparts in pairs(zombie:GetChildren())do
if zambieparts:IsA’Part’ and human.Health > 0 then
zambieparts.Touched:connect(function(p)
if p.Parent.Name == chaseName and p.Parent.Name ~= zombie.Name and not damagedb then – damage
damagedb = true
damagetime = time()
local enemy = p.Parent
local enemyhuman = getHumanoid(enemy)
vars.Attacking.Value = true
enemyhuman:TakeDamage(ZombieDamage)
vars.Attacking.Value = false
while wait() do
if damagetime ~= nil and time() >= (damagetime + DamageWait) then
damagedb = false
damagetime = nil
end
end
end
end)
end
end
– wandering
spawn(function()
while vars.Wandering.Value == false and human.Health > 0 do
vars.Chasing.Value = false
vars.Wandering.Value = true
local desgx, desgz = hroot.Position.x+math.random(-WanderX,WanderX), hroot.Position.z+math.random(-WanderZ,WanderZ)
local function checkw(t)
local ci = 3
if ci > #t then
ci = 3
end
if t[ci] == nil and ci < #t then
repeat ci = ci + 1 wait() until t[ci] ~= nil
return Vector3.new(1,0,0) + t[ci]
else
ci = 3
return t[ci]
end
end
path = pfs:FindPathAsync(hroot.Position, Vector3.new(desgx, 0, desgz))
waypoint = path:GetWaypoints()
local connection;
local direct = Vector3.FromNormalId(Enum.NormalId.Front)
local ncf = hroot.CFrame * CFrame.new(direct)
direct = ncf.p.unit
local rootr = Ray.new(hroot.Position, direct)
local phit, ppos = game.Workspace:FindPartOnRay(rootr, hroot)
if path and waypoint or checkw(waypoint) then
if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Walk then
human:MoveTo( checkw(waypoint).Position )
human.Jump = false
end
if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Jump then
connection = human.Changed:connect(function()
human.Jump = true
end)
human:MoveTo( waypoint[4].Position )
else
human.Jump = false
end
if connection then
connection:Disconnect()
end
else
for i = 3, #waypoint do
human:MoveTo( waypoint[i].Position )
end
end
wait(math.random(4,6))
vars.Wandering.Value = false
end
end)
while wait() do
local nrstt = GetTorso(hroot.Position)
if nrstt ~= nil and human.Health > 0 then – if player detected
vars.Wandering.Value = false
vars.Chasing.Value = true
local function checkw(t)
local ci = 3
if ci > #t then
ci = 3
end
if t[ci] == nil and ci < #t then
repeat ci = ci + 1 wait() until t[ci] ~= nil
return Vector3.new(1,0,0) + t[ci]
else
ci = 3
return t[ci]
end
end
path = pfs:FindPathAsync(hroot.Position, nrstt.Position)
waypoint = path:GetWaypoints()
local connection;
local direct = Vector3.FromNormalId(Enum.NormalId.Front)
local ncf = hroot.CFrame * CFrame.new(direct)
direct = ncf.p.unit
local rootr = Ray.new(hroot.Position, direct)
local phit, ppos = game.Workspace:FindPartOnRay(rootr, hroot)
if path and waypoint or checkw(waypoint) then
if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Walk then
human:MoveTo( checkw(waypoint).Position )
human.Jump = false
end
if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Jump then
connection = human.Changed:connect(function()
human.Jump = true
end)
human:MoveTo( waypoint[4].Position )
else
human.Jump = false
end
hroot.Touched:connect(function(p)
local bodypartnames = GetPlayersBodyParts(nrstt)
if p:IsA'Part' and not p.Name == bodypartnames and phit and phit.Name ~= bodypartnames and phit:IsA'Part' and rootr:Distance(phit.Position) < 5 then
connection = human.Changed:connect(function()
human.Jump = true
end)
else
human.Jump = false
end
end)
if connection then
connection:Disconnect()
end
else
for i = 3, #waypoint do
human:MoveTo( waypoint[i].Position )
end
end
path = nil
waypoint = nil
elseif nrstt == nil then -- if player not detected
vars.Wandering.Value = false
vars.Chasing.Value = false
CchaseName = nil
path = nil
waypoint = nil
human.MoveToFinished:Wait()
end
end