Help with ai stopping (PLEASE READ)

Yes, that is because of the 1 second delay, have you added the break condition to the PathFinding so it stops tracking you?

if player then
			playersInSafeZone[player.Name] = true
			player.Character:SetAttribute(SAFE_ZONE_TAG, true)
			print(player.Character:GetAttribute(SAFE_ZONE_TAG))
		end

where do i add the break at

(30000000000000000000000)

Try this:

local function moveToTarget(enemy, target)
	local path = PathfindingService:CreatePath()

	path:ComputeAsync(enemy.HumanoidRootPart.Position, target.Position)
	if path.Status == Enum.PathStatus.Success then
		local waypoints = path:GetWaypoints()
		for _, waypoint in ipairs(waypoints) do
			enemy.Humanoid:MoveTo(waypoint.Position)
			local reached = enemy.Humanoid.MoveToFinished
			if not target:GetAttribute(SAFE_ZONE_TAG) then break end
			if not reached then
				print("Failed to reach waypoint")
				break
			end
		end
	else
		print("Path computation failed:", path.Status)
	end
end

since the attribute is originally set to false do i set it to true before chasing

because rn it won’t chase me because of the if statement

Just remove the not then:

local function moveToTarget(enemy, target)
	local path = PathfindingService:CreatePath()

	path:ComputeAsync(enemy.HumanoidRootPart.Position, target.Position)
	if path.Status == Enum.PathStatus.Success then
		local waypoints = path:GetWaypoints()
		for _, waypoint in ipairs(waypoints) do
			enemy.Humanoid:MoveTo(waypoint.Position)
			local reached = enemy.Humanoid.MoveToFinished
			if target:GetAttribute(SAFE_ZONE_TAG) then break end
			if not reached then
				print("Failed to reach waypoint")
				break
			end
		end
	else
		print("Path computation failed:", path.Status)
	end
end

it still goes inside(300000000000)

1 Like

what should i do(30000000000000000000000000000000)

Hey! I would like to tell you that I have fixed the problem! All I had to do was once the player enters the safe zone the ai would go to the last spot he was right before the player entered the safe zone

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