I have a script, which has a npc wander and attack nearby players if they get close. I wan’t the script to also make the NPC not wander into walls. I dont have an idea of how to accomplish this, any help?
Script:
local myHuman = script.Parent:WaitForChild("Humanoid")
local myRoot = script.Parent:WaitForChild("HumanoidRootPart")
local head = script.Parent:WaitForChild("Head")
local lowerTorso = script.Parent:WaitForChild("Torso")
local grab = script.Parent:WaitForChild("Grab")
local grabAnim = myHuman:LoadAnimation(grab)
grabAnim.Priority = Enum.AnimationPriority.Action
local grabSound = head:WaitForChild("Attack")
local screamSound = head:WaitForChild("Scream")
local clone = script.Parent:Clone()
function walkRandomly()
local xRand = math.random(-50,50)
local zRand = math.random(-50,50)
local goal = myRoot.Position + Vector3.new(xRand,0,zRand)
local path = game:GetService("PathfindingService"):CreatePath({
Costs = {
Wall = math.huge
}
})
path:ComputeAsync(myRoot.Position, goal)
local waypoints = path:GetWaypoints()
if path.Status == Enum.PathStatus.Success then
for _, waypoint in ipairs(waypoints) do
if waypoint.Action == Enum.PathWaypointAction.Jump then
myHuman.Jump = true
end
myHuman:MoveTo(waypoint.Position)
local timeOut = myHuman.MoveToFinished:Wait(1)
if not timeOut then
print("Got stuck")
myHuman.Jump = true
walkRandomly()
end
end
else
print("Path failed")
wait(1)
walkRandomly()
end
end
function findPath(target)
local path = game:GetService("PathfindingService"):CreatePath()
path:ComputeAsync(myRoot.Position,target.Position)
local waypoints = path:GetWaypoints()
if path.Status == Enum.PathStatus.Success then
for _, waypoint in ipairs(waypoints) do
if waypoint.Action == Enum.PathWaypointAction.Jump then
myHuman.Jump = true
end
myHuman:MoveTo(waypoint.Position)
local timeOut = myHuman.MoveToFinished:Wait(1)
if not timeOut then
myHuman.Jump = true
print("Path too long!")
findPath(target)
break
end
if checkSight(target) then
repeat
print("Moving directly to the target")
myHuman:MoveTo(target.Position)
attack(target)
wait(0.1)
if target == nil then
break
elseif target.Parent == nil then
break
end
until checkSight(target) == false or myHuman.Health < 1 or target.Parent.Humanoid.Health < 1
break
end
if (myRoot.Position - waypoints[1].Position).magnitude > 20 then
print("Target has moved, generating new path")
findPath(target)
break
end
end
end
end
function checkSight(target)
local ray = Ray.new(myRoot.Position, (target.Position - myRoot.Position).Unit * 40)
local hit,position = workspace:FindPartOnRayWithIgnoreList(ray, {script.Parent})
if hit then
if hit:IsDescendantOf(target.Parent) and math.abs(hit.Position.Y - myRoot.Position.Y) < 3 then
print("I can see the target")
return true
end
end
return false
end
function findTarget()
local dist = 50
local target = nil
local potentialTargets = {}
local seeTargets = {}
for i,v in ipairs(workspace:GetChildren()) do
local human = v:FindFirstChild("Humanoid")
local torso = v:FindFirstChild("Torso") or v:FindFirstChild("HumanoidRootPart")
if human and torso and v.Name ~= script.Parent.Name then
if (myRoot.Position - torso.Position).magnitude < dist and human.Health > 0 then
table.insert(potentialTargets,torso)
end
end
end
if #potentialTargets > 0 then
for i,v in ipairs(potentialTargets) do
if checkSight(v) then
table.insert(seeTargets, v)
elseif #seeTargets == 0 and (myRoot.Position - v.Position).magnitude < dist then
target = v
dist = (myRoot.Position - v.Position).magnitude
end
end
end
if #seeTargets > 0 then
dist = 200
for i,v in ipairs(seeTargets) do
if (myRoot.Position - v.Position).magnitude < dist then
target = v
dist = (myRoot.Position - v.Position).magnitude
end
end
end
if target then
if math.random(20) == 1 then
screamSound:Play()
end
end
return target
end
function attack(target)
if (myRoot.Position - target.Position).magnitude < 5 then
grabAnim:Play()
grabSound:Play()
if target.Parent ~= nil then
target.Parent.Humanoid:TakeDamage(25)
end
wait(0.4)
end
end
function died()
wait(5)
clone.Parent = workspace
game:GetService("Debris"):AddItem(script.Parent,0.1)
end
myHuman.Died:Connect(died)
lowerTorso.Touched:Connect(function(obj)
if not obj.Parent:FindFirstChild("Humanoid") then
myHuman.Jump = true
end
end)
function main()
local target = findTarget()
if target then
myHuman.WalkSpeed = 32
findPath(target)
else
myHuman.WalkSpeed = 22
walkRandomly()
end
end
while wait(0.1) do
if myHuman.Health < 1 then
break
end
main()
end
I have tried using costs but it doesn’t seem to work. He keeps running into walls and doesn’t go around them, I also added the pathfinding modier as they asked but nothing changed.
What I don’t see in your code is any definition fo the Agent Parameters. These are necessary for Pathfinding to know both the height and width of the npc to avoid colliding with obstacles. See the following article:
local myHuman = script.Parent:WaitForChild("Humanoid")
local myRoot = script.Parent:WaitForChild("HumanoidRootPart")
local head = script.Parent:WaitForChild("Head")
local lowerTorso = script.Parent:WaitForChild("Torso")
local grab = script.Parent:WaitForChild("Grab")
local grabAnim = myHuman:LoadAnimation(grab)
grabAnim.Priority = Enum.AnimationPriority.Action
local grabSound = head:WaitForChild("Attack")
local screamSound = head:WaitForChild("Scream")
local clone = script.Parent:Clone()
function walkRandomly()
local xRand = math.random(-50,50)
local zRand = math.random(-50,50)
local goal = myRoot.Position + Vector3.new(xRand,0,zRand)
local path = game:GetService("PathfindingService"):CreatePath({
AgentRadius = 2,
AgentHeight = 5,
AgentCanJump = false,
Costs = {
Wall = math.huge
}
})
path:ComputeAsync(myRoot.Position, goal)
local waypoints = path:GetWaypoints()
if path.Status == Enum.PathStatus.Success then
for _, waypoint in ipairs(waypoints) do
if waypoint.Action == Enum.PathWaypointAction.Jump then
myHuman.Jump = true
end
myHuman:MoveTo(waypoint.Position)
local timeOut = myHuman.MoveToFinished:Wait(1)
if not timeOut then
print("Got stuck")
myHuman.Jump = true
walkRandomly()
end
end
else
print("Path failed")
wait(1)
walkRandomly()
end
end
function findPath(target)
local path = game:GetService("PathfindingService"):CreatePath()
path:ComputeAsync(myRoot.Position,target.Position)
local waypoints = path:GetWaypoints()
if path.Status == Enum.PathStatus.Success then
for _, waypoint in ipairs(waypoints) do
if waypoint.Action == Enum.PathWaypointAction.Jump then
myHuman.Jump = true
end
myHuman:MoveTo(waypoint.Position)
local timeOut = myHuman.MoveToFinished:Wait(1)
if not timeOut then
myHuman.Jump = true
print("Path too long!")
findPath(target)
break
end
if checkSight(target) then
repeat
print("Moving directly to the target")
myHuman:MoveTo(target.Position)
attack(target)
wait(0.1)
if target == nil then
break
elseif target.Parent == nil then
break
end
until checkSight(target) == false or myHuman.Health < 1 or target.Parent.Humanoid.Health < 1
break
end
if (myRoot.Position - waypoints[1].Position).magnitude > 20 then
print("Target has moved, generating new path")
findPath(target)
break
end
end
end
end
function checkSight(target)
local ray = Ray.new(myRoot.Position, (target.Position - myRoot.Position).Unit * 40)
local hit,position = workspace:FindPartOnRayWithIgnoreList(ray, {script.Parent})
if hit then
if hit:IsDescendantOf(target.Parent) and math.abs(hit.Position.Y - myRoot.Position.Y) < 3 then
print("I can see the target")
return true
end
end
return false
end
function findTarget()
local dist = 50
local target = nil
local potentialTargets = {}
local seeTargets = {}
for i,v in ipairs(workspace:GetChildren()) do
local human = v:FindFirstChild("Humanoid")
local torso = v:FindFirstChild("Torso") or v:FindFirstChild("HumanoidRootPart")
if human and torso and v.Name ~= script.Parent.Name then
if (myRoot.Position - torso.Position).magnitude < dist and human.Health > 0 then
table.insert(potentialTargets,torso)
end
end
end
if #potentialTargets > 0 then
for i,v in ipairs(potentialTargets) do
if checkSight(v) then
table.insert(seeTargets, v)
elseif #seeTargets == 0 and (myRoot.Position - v.Position).magnitude < dist then
target = v
dist = (myRoot.Position - v.Position).magnitude
end
end
end
if #seeTargets > 0 then
dist = 200
for i,v in ipairs(seeTargets) do
if (myRoot.Position - v.Position).magnitude < dist then
target = v
dist = (myRoot.Position - v.Position).magnitude
end
end
end
if target then
if math.random(20) == 1 then
screamSound:Play()
end
end
return target
end
function attack(target)
if (myRoot.Position - target.Position).magnitude < 5 then
grabAnim:Play()
grabSound:Play()
if target.Parent ~= nil then
target.Parent.Humanoid:TakeDamage(25)
end
wait(0.4)
end
end
function died()
wait(5)
clone.Parent = workspace
game:GetService("Debris"):AddItem(script.Parent,0.1)
end
myHuman.Died:Connect(died)
lowerTorso.Touched:Connect(function(obj)
if not obj.Parent:FindFirstChild("Humanoid") then
myHuman.Jump = true
end
end)
function main()
local target = findTarget()
if target then
myHuman.WalkSpeed = 32
findPath(target)
else
myHuman.WalkSpeed = 22
walkRandomly()
end
end
while wait(0.1) do
if myHuman.Health < 1 then
break
end
main()
end
You could try increasing the AgenRadius a little to see if the makes a difference. What I also do in complex environments is to add transparent parts on the floor where NPCs get stuck, add a PathfindingModifier with the Label of “AvoidZone” to the parts and then in Costs add AvoidZone = math.huge. Having the Avoid part project out slightly beyond your walls might help with collision avoidance.