hello i have this pathfind script down below but when i use like classic chasing script animation works like intended video nr.1 and when its patrol one they glitch like that and other scripts that are detecting humanoid running start glitching out , did someone faced / know how to fix this issue?
local Bot = script.Parent.Parent
local Humanoid = Bot.Humanoid
local count = 20
local walking = false
local tpcount = 0
while wait() do
local success, err = pcall(function()
Bot.PrimaryPart:SetNetworkOwner(nil)
end)
if success then break
else
print("NewBot:", err)
end
end
local function getPath(Point)
local PathfindingService = game:GetService("PathfindingService")
local pathParams = {
["AgentHeight"] = 5,
["AgentRadius"] = 2,
["AgentCanJump"] = true
}
local path = PathfindingService:CreatePath(pathParams)
path:ComputeAsync(Bot.HumanoidRootPart.Position, Point.Position)
return path
end
local function MoveTo(WayPoint)
end
local function walkTo(Point)
local path = getPath(Point)
if path.Status == Enum.PathStatus.Success then
for index, waypoint in pairs(path:GetWaypoints()) do
if waypoint and waypoint.Action == Enum.PathWaypointAction.Walk then
Humanoid.Jump = false
Humanoid:MoveTo(waypoint.Position)
Humanoid.MoveToFinished:Wait(0.1)
elseif waypoint and waypoint.Action == Enum.PathWaypointAction.Jump then
Humanoid.Jump = true
end
walking = false
end
else
Humanoid:MoveTo(Point.Position - (Bot.HumanoidRootPart.CFrame.LookVector * 10))
walking = false
end
end
local function TeleportTo(Point)
tpcount = 0
Point.Effects:FindFirstChild("Fire").Enabled = true
wait(1)
Bot.HumanoidRootPart.Teleport:Play()
wait(1)
Bot:SetPrimaryPartCFrame(Point.CFrame)
Bot.HumanoidRootPart.Teleport:Play()
wait(1)
Point.Effects:FindFirstChild("Fire").Enabled = false
walking = false
end
function PatrolPoints()
local waypoints = game.Workspace.Map.BotWaypoints:GetChildren()
local randomNum = math.random(1, #waypoints)
walkTo(waypoints[randomNum])
walking = false
end
while true do
wait(0.25)
if walking == false then
PatrolPoints()
end
end
they are im sorry , video nr.1 is not really good but 2nd shows that anims dont act correctly , this happens with every animation on every bot with this script , any help would be apriceated
. this script is bad i know but when i tried reamking it here `local Dummy = script.Parent.Parent
local Humanoid = Dummy.Humanoid
local walking = false
local function FindPath(Point)
local PathfindingService = game:GetService(“PathfindingService”)
local path = FindPath(Point)
if path.Status == Enum.PathStatus.Success then
for index, waypoint in pairs(path:GetWaypoints()) do
Humanoid:MoveTo(waypoint.Position)
Humanoid.MoveToFinished:Wait()
end
walking = false
else
walking = false
end
end
local function FindTarget ()
local points = game.Workspace.Map.BotWaypoints:GetChildren()
local randumnum = math.random(1,#points)
local point = points[randumnum]
walking = true
walkTo(point)
end
while true do
wait(0.25)
if walking == false then
FindTarget()
end
end` then every waypoint in path bot would make a break in around 0,1 sec that was even worse!
PLS HELP I TRIED FIXING IT BUT IT DIDN’T WORK. `local Bot = script.Parent.Parent
local Humanoid = Bot.Humanoid
local function getPath(Point)
local PathfindingService = game:GetService(“PathfindingService”)
local pathParams = {
["AgentHeight"] = 5,
["AgentRadius"] = 2,
["AgentCanJump"] = false
}
local path = PathfindingService:CreatePath(pathParams)
return path
end
function Patrol()
local waypoints = game.Workspace.Map.BotWaypoints:GetChildren()
local randomNum = math.random(1, #waypoints)
Actual(waypoints[randomNum])
end
function Actual(Point)
local path = getPath(Point)
path:ComputeAsync(Bot.HumanoidRootPart.Position, Point.Position)
local waypoints = path:GetWaypoints()
while #waypoints > 0 do
wait(0.1)
path:ComputeAsync(Bot.HumanoidRootPart.Position, Point.Position)
waypoints = path:GetWaypoints()
Humanoid:MoveTo(waypoints[1].Position)
end
i fixed issue by my self turns out it was foult of movetofinished:wait soo i made it like in chase player script wich will also make bot get stuck less often becose path will be refreshed