What do you want to achieve? Keep it simple and clear!
Stated before im trying to pathfind for every existing NPC even After death!
What is the issue? Include screenshots / videos if possible!
My issue stands where whenever the AI dies it’s not able to continue pathfinding for that respawned NPC
------------------------- Repawning NPC's -------------------------
local PathFinding = require(game.ReplicatedStorage.Modules.Pathfinding)
local NpcMod = require(game.ReplicatedStorage.Modules.NpcClass)
local AIClass = NpcMod.new()
local lastUpdateTime = tick()
for _, Folder in ipairs(game.Workspace.Alive.QuestNpcs:GetChildren()) do
if Folder:IsA("Folder") then
for i,Npc in ipairs(Folder:GetDescendants()) do
if Npc:IsA("Model") and Npc:FindFirstChild("Humanoid") then
local Humanoid = Npc:FindFirstChild("Humanoid")
Humanoid.Died:Connect(function()
Npc:SetAttribute("IsDead", true)
AIClass:Respawn(Npc)
end)
end
end
end
end
Rs.Heartbeat:Connect(function()
debug.profilebegin("Heartbeat Npc")
for _, Folder in ipairs(game.Workspace.Alive.QuestNpcs:GetChildren()) do
if Folder:IsA("Folder") then
for i,Npc in ipairs(Folder:GetDescendants()) do
if Npc:IsA("Model") and Npc:FindFirstChild("Humanoid") then
local Humanoid = Npc:FindFirstChild("Humanoid")
if not Npc:GetAttribute("IsDead") then -- Continue PathFinding
local PathfindType = Npc:GetAttribute("PathfindType")
if PathfindType == "Basic" then
AIClass:BasicPathfind(Npc)
elseif PathfindType == "Advanced" then
AIClass:SmartPathfind(Npc)
end
end
end
end
end
end
lastUpdateTime = tick()
end)
What solutions have you tried so far? Did you look for solutions on the Developer Hub?
Not able to find any forum Post relative to my issue, I have tried using a childadded event that didn’t work out