I am getting a random part to go to (I know the continue is in the wrong spot I just fixed that, so don’t worry about that)
Ok, so is that part of code checking continuously to see what parts are in it, so that it can detect when the npc reaches it? Just not sure what that code is trying to achieve.
No, that just checks if the npc is currently at that part, so it doesn’t go to the same part again that it’s already at.
oooooh, ok, I see. Let me keep going through the code and see if I can find any solutions.
Have you found anything? sdfsdfsdfsdf
I just closed my studio in frustration.
Its acting really strange for me.
With no changes between testing, sometimes I test and it passes up the destination.
Sometimes I test, and it lands correctly on the destination
Other times I test, and it walk-stop-walk-stop at each ‘waypoint’ along the path to the destination.
I don’t know why it is acting so strange. Perhaps I am not qualified enough to solve this.
Sorry.
You might be using it wrong? It works perfectly for me other than touching the green parts
If you’d notice this is a module script so I am clearly firing the function from a server script. Let me know if you want that server script to better test it.
Could you upload the project? So I have the proper terrain, such as the path and the blocks?
Anyone else have a possible solution?
Add a task.wait() then bcvbcvb
I see what you mean, and I think its happening because even though it cuts corners, the HumanoidRootPart is still above the concrete, so technically still on the road.
As for ways to correct this, I think you would either, have to make the concrete part more narrow, adding a border on the outside that is a more expensive part type, or add walls, or a more technical way would be to look at the points on the returned path from the pathfinder, and see if any of those points are close to a node, meaning they pass by it, and adjust those points to something like half the distance between the node and the walk point.
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