I tried, i dont get any errors but the npc is not moving towards me.
also yes his name is tort dont ask
local torthumanoidroot = script.Parent.Torso
local radius = 10
local nearest = nil
local dist = math.huge
-- get all torsos in a radius of 10 and find the nearest one
local function getNearestTorso()
--local nearest = nil
--local dist = math.huge
for _, torso in pairs(game.Workspace:GetDescendants()) do
wait(0.02)
if torso:IsA("BasePart") and torso.Name == "Torso" and torso.Parent ~= game.Workspace.TORT and torso.Parent ~= game.Workspace[" "] then
local magnitude = (torso.Position - torthumanoidroot.Position).magnitude
if magnitude < radius and magnitude < dist then
nearest = torso.Parent.HumanoidRootPart
dist = magnitude
end
end
end
return nearest, dist ~= math.huge -- returns the nearest part and a boolean indicating whether or not there is a nearby part.
end
while true do
getNearestTorso()
if dist <= radius then
wait(0.1)
script.Parent.State.Value = 1 -- states are what i am using to track the actions of an npc, state 0 is wandering and state 1 is chasing
script.Parent.Zombie.WalkToPoint = nearest.Position
print(nearest .. dist)
else
state = 0
end
end
very bad method you are looping through every instance in the game instead you can loop through game.Players:GetChildren() and then get the all the players torsos from that and do the comparrison
for I, Player in pairs(game.Players:GetChildren()) do
local CurrentChar = Player.Character
local CurrentTorso = CurrentChar.Torso
--compare distance
end
That doesn’t seem to fix anything but it does optimzie the script, heres the new script.
local radius = 10
local nearest = nil
local hum = script.Parent.Zombie
local state = script.Parent.State
while true do
wait(0.1)
if state.Value == 0 then
local newpos = hum.WalkToPoint + Vector3.new(math.random(-70, 70),0,math.random(-70, 70))
hum:MoveTo(newpos)
wait(math.random(0.1, 4))
end
end
local dist = math.huge
-- get all torsos in a radius of 10 and find the nearest one
local function getNearestTorso()
for I, Player in pairs(game.Players:GetChildren()) do
local CurrentChar = Player.Character
local CurrentTorso = CurrentChar.Torso
local magnitude = (CurrentTorso.Position - torttorso.Position).magnitude
if magnitude < radius and magnitude < dist then
nearest = CurrentTorso
dist = magnitude
return nearest, dist ~= math.huge
end
print(nearest .. dist)-- returns the nearest part and a boolean indicating whether or not there is a nearby part.
end
end
while true do
wait(0.02)
getNearestTorso()
if dist <= radius then
script.Parent.State.Value = 1
script.Parent.Zombie.WalkToPoint = nearest.Position
print(nearest .. dist)
else
script.Parent.State.Value = 0
end
end```
more scrutinys i have you have the wait for your while loop in a conditional statement dangerous if the condition does run true then it will run with a wait
and you arent returning ur function to any variables some other stuff like placement of conditional statements but whatever heres my fix obviously i cant test to see if works but u can:
local torthumanoidroot = script.Parent.Torso
local radius = 10
local nearest = nil
local dist = math.huge
-- get all torsos in a radius of 10 and find the nearest one
local function getNearestTorso()
local nearest = nil
local dist = 10000000000
for _, torso in pairs(game.Workspace:GetDescendants()) do
wait(0.02)
if torso:IsA("BasePart") and torso.Name == "Torso" and torso.Parent ~= game.Workspace.TORT and torso.Parent ~= game.Workspace[" "] then
local magnitude = (torso.Position - torthumanoidroot.Position).magnitude
if magnitude < radius and magnitude < dist then
nearest = torso.Parent.HumanoidRootPart
dist = magnitude
end
end
end
if dist < radius then
return nearest
end
end
while true do
local Nearest = getNearestTorso()
if Nearest ~= nil then
script.Parent.State.Value = 1 -- states are what i am using to track the actions of an npc, state 0 is wandering and state 1 is chasing
script.Parent.Zombie.WalkToPoint = nearest.Position
print(nearest .. dist)
end
task.wait(0.1)
end
local Player = game:GetService("Players")
local Character = script.Parent
local Humanoid = Character:FindFirstChildWhichIsA("Humanoid")
local StateIndicator = Character:WaitForChild("State")
local CurrentlyWandering = false
local RNG = Random.new()
local ChaseDistance = 10
local function FindClosestPlayer()
local ClosestPlayer, ClosestDistance, PlayerPosition = nil, math.huge, nil
for _, Player in Player:GetChildren() do
local PlayerCharacter = Player.Character
if not PlayerCharacter then
continue
end
local CharacterHumanoid = PlayerCharacter:FindFirstChildWhichIsA("Humanoid")
if not CharacterHumanoid or CharacterHumanoid.Health == 0 then
continue
end
local PlayerCharacterPosition = PlayerCharacter:GetPivot().Position
local Distance = (Character:GetPivot().Position - PlayerCharacterPosition).Magnitude
if Distance < ClosestDistance then
ClosestPlayer = Player
ClosestDistance = Distance
PlayerPosition = PlayerCharacterPosition
end
end
return ClosestPlayer, PlayerPosition
end
Humanoid.MoveToFinished:Connect(function()
CurrentlyWandering = false
end)
while true do
local ClosestPlayer, PlayerPosition = FindClosestPlayer()
if ClosestPlayer then
-- chase
CurrentlyWandering = false
Humanoid:MoveTo(PlayerPosition)
StateIndicator.Value = 1
elseif not CurrentlyWandering then
-- wander
CurrentlyWandering = true
Humanoid:MoveTo(Character:GetPivot().Position + Vector3.new(RNG:NextInteger(-70, 70), 0, RNG:NextInteger(-70, 70)))
StateIndicator.Value = 0
end
task.wait(.1)
end