I tried adjusting free model scripts, but it didn’t work, and I searched ‘pathfinding’ on the dev forum, but no luck on finding a solution, if you have questions, please ask. (I want to learn, please don’t give entire scripts) thanks!
Thedevking made a great tutorial:
I think you can set the end part to the player and recompute the path to make it follow the player, but I don’t know, i just learned this recently.
How would you pathfind to the nearest player in a certain radius?
I tried this, but it didn’t work, and it is in a serverscript in the character (a model) also, no errors
local Path = game:GetService("PathfindingService") local human = script.Parent:WaitForChild("Humanoid") local torso = script.Parent:WaitForChild("LowerTorso") local path = Path:CreatePath() path:ComputeAsync(torso.Position, game.Workspace.NoCross.Position) local waypoints = path:GetWaypoints() for i, waypoint in pairs(waypoints) do local part = Instance.new("Part") part.Shape = "Ball" part.Material = "Neon" part.Size = Vector3.new(0.6,0.6,0.6) part.Anchored = true part.Parent = workspace if waypoint.Action == Enum.PathWaypointAction.Jump then human:ChangeState(Enum.HumanoidStateType.Jumping) end human:MoveTo(waypoint.Position) human.MoveToFinished:Wait(2) end human:MoveTo(game.Workspace.NoCross.Position)
This is what is inside the model:
It would seem to be a bunch of sounds.