How would I make it so this enemy can see far?

Hello! So I have a script where if the npc sees the player it chases it. But the npc only sees you if your really close. How do I fix that and make him see far?

script not localscript:

local Freddy = script.Parent
local humanoid = Freddy.Humanoid
Freddy.PrimaryPart:SetNetworkOwner(nil)
local walk = script:WaitForChild('WalkAnim')
local sprint = script:WaitForChild('RunAnim')
local humanoid = script.Parent:WaitForChild('Humanoid')
local walkAnim = humanoid:LoadAnimation(walk)
local sprintAnim = humanoid:LoadAnimation(sprint)

game.ReplicatedStorage.RemoteEvents.Win.OnServerEvent:Connect(function()
	script.Parent:Destroy()
end)

game.ReplicatedStorage.RemoteEvents.NightStart.OnServerEvent:Connect(function()
	local function canSeeTarget(target)
		local origin = Freddy.HumanoidRootPart.Position
		local direction = (target.HumanoidRootPart.Position - Freddy.HumanoidRootPart.Position).unit * 150
		local ray = Ray.new(origin, direction)

		local hit, pos = workspace:FindPartOnRay(ray, Freddy)


		if hit then
			if hit:IsDescendantOf(target) then
				return true
			end
		else
			return false
		end
	end

	local function findTarget()
		local players = game.Players:GetPlayers()
		local maxDistance = 150
		local nearestTarget

		for index, player in pairs(players) do
			if player.Character then
				local target = player.Character
				local distance = (Freddy.HumanoidRootPart.Position - target.HumanoidRootPart.Position).Magnitude

				if distance < maxDistance and canSeeTarget(target) then
					nearestTarget = target
					maxDistance = distance
				end
			end
		end

		return nearestTarget
	end

	local function getPath(destination)
		local PathfindingService = game:GetService("PathfindingService")

		local pathParams = {
			["AgentHeight"] = 8.3,
			["AgentRadius"] = 3.5,
			["AgentCanJump"] = false
		}

		local path = PathfindingService:CreatePath(pathParams)

		path:ComputeAsync(Freddy.HumanoidRootPart.Position, destination.Position)

		return path
	end

	local function attack(target)
		local distance = (Freddy.HumanoidRootPart.Position - target.HumanoidRootPart.Position).Magnitude

		if distance > 2.5 then
			humanoid:MoveTo(target.HumanoidRootPart.Position)
		else
			walkAnim:Stop()
			sprintAnim:Stop()
			--Animation plays in jumpscarescript
		end
	end

	local debouce = false

	local function walkTo(destination)

		local path = getPath(destination)

		if path.Status == Enum.PathStatus.Success then
			for index, waypoint in pairs(path:GetWaypoints()) do
				local target = findTarget()
				if target and target.Humanoid.Health > 0 then
					print("TARGET FOUND", target.Name)
					attack(target)
					if debouce == false then
						debouce = true
						script["FNAF 1 - Bonnie/Chica at door sound"]:Play()
						script.ChaseMusic:Play()
						game.Lighting.FogColor = Color3.new(0, 0, 0)
						game.Lighting.FogEnd = 30
						script.Parent.Eye.Light.Color = Color3.new(1, 0, 0)
						script.Parent.Eye2.Light.Color = Color3.new(1, 0, 0)
						script.Parent.Eye.Color = Color3.new(1, 0, 0)
						script.Parent.Eye2.Color = Color3.new(1, 0, 0)
						walkAnim:Stop()
						sprintAnim:Play()
						script.Parent.Humanoid.WalkSpeed = 22
					end
					break
				else
					script.ChaseMusic:Stop()
					game.Lighting.FogColor = Color3.new(0, 0, 0)
					game.Lighting.FogEnd = 75
					script.Parent.Humanoid.WalkSpeed = 11
					script.Parent.Eye.Light.Color = Color3.new(1, 1, 1)
					script.Parent.Eye2.Light.Color = Color3.new(1, 1, 1)
					script.Parent.Eye.Color = Color3.new(1, 1, 1)
					script.Parent.Eye2.Color = Color3.new(1, 1, 1)
					debouce = false
					sprintAnim:Stop()
					walkAnim:play()
					humanoid:MoveTo(waypoint.Position)
					humanoid.MoveToFinished:Wait()
				end
			end
		else
			humanoid:MoveTo(destination.Position - (Freddy.HumanoidRootPart.CFrame.LookVector * 10))
		end
	end

	function patrol()
		local waypoints = script.Parent.WayPoints:GetChildren()
		local randomNum = math.random(1, #waypoints)
		script.Parent.Hitbox.action_footstep:Play()
		walkTo(waypoints[randomNum])
	end

	while wait(0.05) do
		patrol()
	end
end)

I think you need to set this :

local Freddy = script.Parent
local humanoid = Freddy.Humanoid
Freddy.PrimaryPart:SetNetworkOwner(nil)
local walk = script:WaitForChild('WalkAnim')
local sprint = script:WaitForChild('RunAnim')
local humanoid = script.Parent:WaitForChild('Humanoid')
local walkAnim = humanoid:LoadAnimation(walk)
local sprintAnim = humanoid:LoadAnimation(sprint)

game.ReplicatedStorage.RemoteEvents.Win.OnServerEvent:Connect(function()
	script.Parent:Destroy()
end)

game.ReplicatedStorage.RemoteEvents.NightStart.OnServerEvent:Connect(function()
	local function canSeeTarget(target)
		local origin = Freddy.HumanoidRootPart.Position
		local direction = (target.HumanoidRootPart.Position - Freddy.HumanoidRootPart.Position).unit * 150
		local ray = Ray.new(origin, direction)

		local hit, pos = workspace:FindPartOnRay(ray, Freddy)


		if hit then
			if hit:IsDescendantOf(target) then
				return true
			end
		else
			return false
		end
	end

	local function findTarget()
		local players = game.Players:GetPlayers()
		local maxDistance = 150 --HERE--
		local nearestTarget

		for index, player in pairs(players) do
			if player.Character then
				local target = player.Character
				local distance = (Freddy.HumanoidRootPart.Position - target.HumanoidRootPart.Position).Magnitude

				if distance < maxDistance and canSeeTarget(target) then
					nearestTarget = target
					maxDistance = distance
				end
			end
		end

		return nearestTarget
	end

	local function getPath(destination)
		local PathfindingService = game:GetService("PathfindingService")

		local pathParams = {
			["AgentHeight"] = 8.3,
			["AgentRadius"] = 3.5,
			["AgentCanJump"] = false
		}

		local path = PathfindingService:CreatePath(pathParams)

		path:ComputeAsync(Freddy.HumanoidRootPart.Position, destination.Position)

		return path
	end

	local function attack(target)
		local distance = (Freddy.HumanoidRootPart.Position - target.HumanoidRootPart.Position).Magnitude

		if distance > 2.5 then
			humanoid:MoveTo(target.HumanoidRootPart.Position)
		else
			walkAnim:Stop()
			sprintAnim:Stop()
			--Animation plays in jumpscarescript
		end
	end

	local debouce = false

	local function walkTo(destination)

		local path = getPath(destination)

		if path.Status == Enum.PathStatus.Success then
			for index, waypoint in pairs(path:GetWaypoints()) do
				local target = findTarget()
				if target and target.Humanoid.Health > 0 then
					print("TARGET FOUND", target.Name)
					attack(target)
					if debouce == false then
						debouce = true
						script["FNAF 1 - Bonnie/Chica at door sound"]:Play()
						script.ChaseMusic:Play()
						game.Lighting.FogColor = Color3.new(0, 0, 0)
						game.Lighting.FogEnd = 30
						script.Parent.Eye.Light.Color = Color3.new(1, 0, 0)
						script.Parent.Eye2.Light.Color = Color3.new(1, 0, 0)
						script.Parent.Eye.Color = Color3.new(1, 0, 0)
						script.Parent.Eye2.Color = Color3.new(1, 0, 0)
						walkAnim:Stop()
						sprintAnim:Play()
						script.Parent.Humanoid.WalkSpeed = 22
					end
					break
				else
					script.ChaseMusic:Stop()
					game.Lighting.FogColor = Color3.new(0, 0, 0)
					game.Lighting.FogEnd = 75
					script.Parent.Humanoid.WalkSpeed = 11
					script.Parent.Eye.Light.Color = Color3.new(1, 1, 1)
					script.Parent.Eye2.Light.Color = Color3.new(1, 1, 1)
					script.Parent.Eye.Color = Color3.new(1, 1, 1)
					script.Parent.Eye2.Color = Color3.new(1, 1, 1)
					debouce = false
					sprintAnim:Stop()
					walkAnim:play()
					humanoid:MoveTo(waypoint.Position)
					humanoid.MoveToFinished:Wait()
				end
			end
		else
			humanoid:MoveTo(destination.Position - (Freddy.HumanoidRootPart.CFrame.LookVector * 10))
		end
	end

	function patrol()
		local waypoints = script.Parent.WayPoints:GetChildren()
		local randomNum = math.random(1, #waypoints)
		script.Parent.Hitbox.action_footstep:Play()
		walkTo(waypoints[randomNum])
	end

	while wait(0.05) do
		patrol()
	end
end)
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