Could someone help me with this? I don’t really know how to achieve this effect. But that doesn’t mean I didn’t try to do it!
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Just make the AI Character MoveTo() the player’s position and when that is done, add a vector force to move the character like done in this script below:
local AI = script.Parent
local AIHrp = AI:WaitForChild("HumanoidRootPart")
local plrs = game:GetService("Players")
local reachedPlr = false
local pushForce = 35000 -- how much push force, keep quite high
function applyPush(character, direction)
local humanoidRP = character:FindFirstChild("HumanoidRootPart")
if humanoidRP then
local attachment = Instance.new("Attachment")
attachment.Parent = humanoidRP
local vectorForce = Instance.new("VectorForce")
vectorForce.Force = direction * pushForce
vectorForce.Attachment0 = attachment
vectorForce.RelativeTo = Enum.ActuatorRelativeTo.World -- moves relative to the world
vectorForce.Parent = humanoidRP
game:GetService("Debris"):AddItem(vectorForce, 0.25)
game:GetService("Debris"):AddItem(attachment, 0.25)
end
end
plrs.PlayerAdded:Connect(function(plr)
local char = plr.Character or plr.CharacterAdded:Wait()
local hrp = char:FindFirstChild("HumanoidRootPart")
local moveTo = AI:FindFirstChildOfClass("Humanoid"):MoveTo(hrp.Position, hrp)
AI:FindFirstChildOfClass("Humanoid").MoveToFinished:Connect(function(reached)
if reached and not reachedPlr then
reachedPlr = true
local PushDirection = (hrp.Position - AIHrp.Position).Unit
applyPush(char, PushDirection)
print("Reached")
AI:FindFirstChildOfClass("Humanoid"):MoveTo(AIHrp.Position, AIHrp)
end
end)
end)
If you want to use this go ahead, I quickly made it, add a server script into your AI and you’re done. However this would need heavy modifying to be up to your liking, this only checks when a plr joins and chases them and when reached, add knockback. This is very basic so I advise you look at some tutorials for AI pathfinding.
Let me know if you have any other issues.
3 Likes
I already made my AI pathfinding but thanks
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