I have 2 moving ais using the same extract script and one of to me is confused which way point to go first to so it goes back and forth, maybe should I make them use separate way points?
your video is not showing anything
Let me resend and I just created a 2nd waypoint named waypoint2 and changed the script and it’s still confused
I still don’t see anything. Could I see the scripts?
Well ima describe the video for you so the monster is in the middle of both waypoints and it keeps turning towards one way point then decides to go the other way point and over and over so it doesn’t get anywhere let me send the pic of the scripts Brb
It won’t let me reply on pc I have no button to reply
sorry i dont know why it sends dups
it should only be 3 pics but it sends 2 for some reason
You can copy and paste all your script then use ``` to enter script mode and paste it all in there
like this
print ("btw don't forget when putting the ``` it doesn't work unless you put it on a new line")
Also I can barely see your scripts. So could you copy and paste all your code?
Never knew that let me do it rn
"local teddy = script.Parent
local humanoid = teddy.Humanoid
teddy.PrimaryPart:SetNetworkOwner(nil)
local function canSeeTarget(target)
local origin = teddy.HumanoidRootPart.Position
local direction = (target.HumanoidRootPart.Position - teddy.HumanoidRootPart.Position).unit * 230
local ray = Ray.new(origin, direction)
local hit, pos = workspace:FindPartOnRay(ray, teddy)
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 = 390
local nearestTarget
for index, player in pairs(players) do
if player.Character then
local target = player.Character
local distance = (teddy.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"] = 15,
["AgentRadius"] = 4,
["AgentCanJump"] = false
}
local path = PathfindingService:CreatePath(pathParams)
path:ComputeAsync(teddy.HumanoidRootPart.Position, destination.Position)
return path
end
local function attack(target)
local distance = (teddy.HumanoidRootPart.Position - target.HumanoidRootPart.Position).Magnitude
if distance > 70 then
humanoid:MoveTo(target.HumanoidRootPart.Position)
else
local attackAnim = humanoid:LoadAnimation(script.Attack)
attackAnim:Play()
target.Humanoid.Health = 0
end
end
local function walkTo(destination)
local path = getPath(destination)
if path.Status == Enum.PathStatus.Success then
for index, waypoint in pairs(path:GetWaypoints()) do
local target = findTarget()
if target and target.Humanoid.Health > 0 then
print("TARGET FOUND", target.Name)
attack(target)
break
else
print("Moving to ", waypoint.Position)
humanoid:MoveTo(waypoint.Position)
humanoid.MoveToFinished:Wait()
end
end
else
humanoid:MoveTo(destination.Position - (teddy.HumanoidRootPart.CFrame.LookVector * 10))
end
end
function patrol()
local waypoints = workspace.waypoints1:GetChildren()
local randomNum = math.random(1, #waypoints)
walkTo(waypoints[randomNum])
end
while wait(0.1) do
patrol()
end"
if i did it wrong tell me i will redo
local humanoid = teddy.Humanoid
teddy.PrimaryPart:SetNetworkOwner(nil)
local function canSeeTarget(target)
local origin = teddy.HumanoidRootPart.Position
local direction = (target.HumanoidRootPart.Position - teddy.HumanoidRootPart.Position).unit * 230
local ray = Ray.new(origin, direction)
local hit, pos = workspace:FindPartOnRay(ray, teddy)
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 = 390
local nearestTarget
for index, player in pairs(players) do
if player.Character then
local target = player.Character
local distance = (teddy.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"] = 15,
["AgentRadius"] = 4,
["AgentCanJump"] = false
}
local path = PathfindingService:CreatePath(pathParams)
path:ComputeAsync(teddy.HumanoidRootPart.Position, destination.Position)
return path
end
local function attack(target)
local distance = (teddy.HumanoidRootPart.Position - target.HumanoidRootPart.Position).Magnitude
if distance > 70 then
humanoid:MoveTo(target.HumanoidRootPart.Position)
else
local attackAnim = humanoid:LoadAnimation(script.Attack)
attackAnim:Play()
target.Humanoid.Health = 0
end
end
local function walkTo(destination)
local path = getPath(destination)
if path.Status == Enum.PathStatus.Success then
for index, waypoint in pairs(path:GetWaypoints()) do
local target = findTarget()
if target and target.Humanoid.Health > 0 then
print("TARGET FOUND", target.Name)
attack(target)
break
else
print("Moving to ", waypoint.Position)
humanoid:MoveTo(waypoint.Position)
humanoid.MoveToFinished:Wait()
end
end
else
humanoid:MoveTo(destination.Position - (teddy.HumanoidRootPart.CFrame.LookVector * 10))
end
end
function patrol()
local waypoints = workspace.waypoints1:GetChildren()
local randomNum = math.random(1, #waypoints)
walkTo(waypoints[randomNum])
end
while wait(0.1) do
patrol()
end
what is destination?
path:ComputeAsync(teddy.HumanoidRootPart.Position, destination.Position)
maybe put:
path:ComputeAsync(teddy.HumanoidRootPart.Position, target.Head.Position)
idk i dident make the script think it means waypoint
maybe put:
path:ComputeAsync(teddy.HumanoidRootPart.Position, target.Head.Position)
Instead of the destination part
I wonder why the other ai moves fine with the same extract script tho
You could get the zombie model in the toolbox and just switch what the body looks like.