AI PathFinding and Raycasting Problem

i watch @GnomeCode tutorial and he’s ai pathfinding isnt working good

the problem was when i go to the wall this happen

here’s the code

local Zombie = script.Parent
local humanoid = Zombie.Humanoid
Zombie.PrimaryPart:SetNetworkOwner(nil)

local function canSeeTarget(target)
	local origin = Zombie.HumanoidRootPart.Position
	local direction = (target.HumanoidRootPart.Position - Zombie.HumanoidRootPart.Position).unit * 40
	local ray = Ray.new(origin, direction)

	local hit, pos = workspace:FindPartOnRay(ray, Zombie)


	if hit then
		if hit:IsDescendantOf(target) then
			return true
		end
	else
		return false
		
	end
	
end

local function findTarget()
	local players = game.Players:GetPlayers()
	local maxDistance = 40
	local nearestTarget

	for index, player in pairs(players) do
		if player.Character then
			local target = player.Character
			local distance = (Zombie.HumanoidRootPart.Position - target.HumanoidRootPart.Position).Magnitude

			if distance < maxDistance and canSeeTarget(target) then
				nearestTarget = target
				maxDistance = distance
			end
		end
	end

	return nearestTarget
end

local function getPath(destination)
	local PathfindingService = game:GetService("PathfindingService")

	local pathParams = {
		["AgentHeight"] = 14,
		["AgentRadius"] = 5,
		["AgentCanJump"] = false
	}

	local path = PathfindingService:CreatePath(pathParams)

	path:ComputeAsync(Zombie.HumanoidRootPart.Position, destination.Position)

	return path
end

local function attack(target)
	local distance = (Zombie.HumanoidRootPart.Position - target.HumanoidRootPart.Position).Magnitude
	local jumpscareevent = game.ReplicatedStorage.Event.ZombieJumpScare
	local plr = game.Players:GetPlayerFromCharacter(target)
	
	if distance > 8 then
		humanoid:MoveTo(target.HumanoidRootPart.Position)
	else
		local jumpscare = humanoid.Animator:LoadAnimation(script:WaitForChild("JumpScare"))
		jumpscare:Play()
		target.Head.CFrame = Zombie.LeftHand.CFrame
		humanoid.WalkSpeed = 0
		target.HumanoidRootPart.CFrame = Zombie.HumanoidRootPart.CFrame * CFrame.new(0,0,-3)
		target.HumanoidRootPart.Anchored = true
		target.Humanoid.WalkSpeed = 0
		jumpscareevent:FireClient(plr, Zombie)
		jumpscare.Stopped:Wait()
		humanoid.WalkSpeed = 16
		target.Humanoid.Health = 0
	end
end



function walkTo(destination)
	print(tonumber(destination.Position - (Zombie.HumanoidRootPart.CFrame.LookVector * 10)))
	local path = getPath(destination)

	if path.Status == Enum.PathStatus.Success then
		for i, v in pairs(path:GetWaypoints()) do
			local target = findTarget()
			if target and target.Humanoid.Health > 0 then
				attack(target)
				break
			else
				humanoid:MoveTo(v.Position)
				humanoid.MoveToFinished:Wait()
			end
		end
	else
		humanoid:MoveTo(destination.Position - (Zombie.HumanoidRootPart.CFrame.LookVector * 10))
	end
end

function patrol()
	local waypoints = workspace.Waypoint:GetChildren()
	local randomNum = math.random(1, #waypoints)
	walkTo(waypoints[randomNum])
end

while true do
	wait(.1)
	patrol()
end

there is no error in the code just the ai isnt working good

3 Likes

That didn’t happen to me when I watched his tutorial. Also did you fix it yet?

Wasnt it more like:

local hit, pos = workspace:FindPartOnRayWithIgnoreList(ray, {Zombie})

???