Any reason why :MoveTo() wont work?

Basically, I have a cutscene where 3 NPCs are chatting, and during which, they hear a noise, and then run out of view, then get destroyed ( :Destroy() ), however, they do not move, but instead just stand in place and then get destroyed.

0 errors occur yet they don’t even move an inch :confused: any reason why?

Code
function module.Function()
     wait(1)
    	script.Parent.Parent:FindFirstChild("39").Scene.Objects:FindFirstChildOfClass("Model").Humanoid:MoveTo(Vector3.new(58.862, 26.23, 984.257))
    	wait(2)
    	script.Parent.Parent:FindFirstChild("39").Scene.Objects:FindFirstChildOfClass("Model"):Destroy()
end

I’d suggest checking if both:
A: There’s no anchored parts in the NPCs or any anchored parts connected to them that may be keeping them in place.
B: Their walkspeed isn’t 0.

I double checked both variables but still nothing

Is the property PlatformStand also disabled?
If so, is there anything like BodyPosition or BodyVelocity keeping them in place?

Platformstand is disabled, and no, just regular NPCs with the basics - humanoid and animations for walks

If none of those work, my only other suggestions would be to check if the Vector3 you’re using isn’t already in the same location as they’re standing, see to it that the function you’re using is actually being called properly and going through, or make sure the code is referring to the NPC in question.

Otherwise, it’d have to be one of the problems I’ve already mentioned.

If there’s any place in the code aside from the function you’re showing us, check if it is indeed changing a property that would force them to stand still.

here is the full code of that module script - but there is a bunch more information on a server script I have:

Full Code
local module = {}
	local e = game.ReplicatedStorage.Events
	local RE = e.RemoteEvent
	
	
	function module.Run()
		local Dialog = "RUNNNNNNN!!!!!!";
		local CameraCFrame = script.Parent:FindFirstChildOfClass("Part");
		local Functions = true;
		local Time = 6.5;
		local WaitForPlayers = true;
		local FOV = 70;
		
		return Dialog, CameraCFrame, Functions, Time, WaitForPlayers, FOV
	end
	
	function module.Function()
	wait(1)
	script.Parent.Parent:FindFirstChild("39").Scene.Objects:FindFirstChildOfClass("Model").Humanoid:MoveTo(Vector3.new(58.862, 26.23, 984.257),game.Workspace.MoveToOwner)
	wait(2)
	script.Parent.Parent:FindFirstChild("39").Scene.Objects:FindFirstChildOfClass("Model"):Destroy()
	
	
	end
	function module.WaitForPlayers()
	
	end

	

return module

By chance, is the floor surface that they’re standing on have one of the surfaces set to Weld, and that it’s sticking to the NPC?

At this point I’m honestly not sure what else the problem could be.

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oh, I haven’t thought of that, I may start the NPCs in the air then, I will let you know if this fixes the issue.

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Alright, and if that doesn’t work, could you send a screenshot showing what’s all inside of the NPCs like this?

bandicam%202019-09-05%2001-33-58-999

It may be helpful to find the problem.

Turns out the were getting stuck on the floor for some reason, thanks!

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