I see the glitchyness, thats probally on roblox’s side.
is there a solution to cancel the old generated path? Just like in piggy it works just fine and there is no glitchyness, Also you’ve helped me a lot
Your welcome To cancel the old generated path you can look on youtube and search “cancel move to roblox” then you can take it from there
Or you can start a different move to which ends the old one.
Thank you! , I will mark Your Post as a Solution, Also edit the script in it
What do you mean?? (30 characters)
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So people can see the solution and the new edited script
Ohh ill post the finished script.
local whilecountdown = 0
local pathservice = game:GetService("PathfindingService")
local path = pathservice:CreatePath()
local hum,hrp = script.Parent.Humanoid,script.Parent.HumanoidRootPart --2 variables at a single line
local EndingPoint = game.Workspace:WaitForChild("EndingPoint")
EndingPoint.Changed:Connect(function()
local newPath = pathservice:CreatePath()
newPath:ComputeAsync(hrp.Position,EndingPoint.Position)
for i,v in pairs(newPath:GetWaypoints()) do
if v.Action == Enum.PathWaypointAction.Jump then
hum:ChangeState(Enum.HumanoidStateType.Jumping)
end
hum:MoveTo(v.Position)
hum.MoveToFinished:Wait()
end
end)
for i, v in pairs(path:GetWaypoints()) do
hum:MoveTo(v.Position)
if v.Action == Enum.PathWaypointAction.Jump then
hum:ChangeState(Enum.HumanoidStateType.Jumping)
hum.MoveToFinished:Wait()
end
end
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