I’ve solved this by only storing an NPCs humanoidrootpart on the server (so that movement can still be replicated the same to everyone) and rendering the rig and animations on the client
Usually this many NPCs in a game at once would make the physics as well as the NPCs extremely slow. How could I recreate something like this so that it doesn’t happen? Would it be possible to do this with Humanoids?
I’ve found this comes down to spacing between points and timing to each. However, that video looks impossible. It doesn’t look like they are using points, but more running at the player as the only point with jumps. You can see them hitting the wall then jumping up vs going around. I would guess it has more to do with a minimalist NPC build.
im not trying to be disrespectful or anything but thats not helpful, it doesn’t explain how to do it at all and i dont have access to nn’s nextbot scripts
They’re likely using client-sided NPCs. To be more specific, the targeted character’s client is given full control of where the zombies are and how they’re moving, bypassing the usual lag you get with server-sided NPC movement.
Of course, this allows exploiters to effectively be invincible vs NPCs they control, but most co-op games will take this trade-off over unresponsive NPCs.
There’s no attitude it’s the truth ur answer didn’t provide any help towards not making the npcs laggy and again my intention was not to be disrespectful