Humanoid:MoveTo() aint walkin

Humanoid:MoveTo() is intended for walkin for rigs, and my rig (for some reason) isnt walking despite the fact it’s:

  • Unanchored
  • Works ; Animatiable

Goal: Allow it to walk to the Attachment World Position


Why is my script not working?

Script

local PW = script.Parent.Parent.Folder.Pathways

local One = PW.One.WorldPosition
local Two = PW.Two.WorldPosition
local Three = PW.Three.WorldPosition
local	Four = PW.Four.WorldPosition
local Five = PW.Five.WorldPosition
local Six = PW.Six.WorldPosition
local Seven = PW.Seven.WorldPosition
local Eight = PW.Eight.WorldPosition
local Nine = PW.Nine.WorldPosition


-- Testing!!!
	task.wait()
	script.Parent.Humanoid:MoveTo(Two)
	script.Parent.Humanoid.MoveToFinished:Wait()

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This is defineatly strange, your code looks fine. I tried it myself(using very unclean code) and it worked. I think your main issue is either something like the humanoid walk speed is set to 0, or the script needs to be cleaner(no offence).

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if you would like a basic code that works I can send it to you, if it doesn’t work that means something is wrong with the general rig

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local PW = script.Parent.Parent.Folder.Pathways

local One = PW.One.WorldPosition
task.wait(1)
script.Parent.Humanoid:MoveTo(One)
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Structre
This script doesn’t work, so it all lies to the rig. Is anyone able to help with the structure of the rig?
Screen Shot 2024-08-05 at 9.52.31 PM


Rig:
The white outline is the HumanoidRootPart.
Screen Shot 2024-08-05 at 9.54.51 PM


More:

  • Mask, Teeth, Hand, Head, LowerHand, UpperHand has CanCollide turned to false.
  • Torso & HumanoidRootPart has CanCollide turned to true.

Script:

local PW = script.Parent.Parent.Folder.Pathways

local Two = PW.Two.WorldPosition
task.wait(10)
print("what is that!")
script.Parent.Humanoid:MoveTo(Two)

Humanoid:
Screen Shot 2024-08-05 at 10.04.06 PM
Screen Shot 2024-08-05 at 10.03.53 PM
Screen Shot 2024-08-05 at 10.03.37 PM

Ensure the humanoid root part isnt anchored

It isn’t anchored, along with every other part.

when you say its not walking, is its walking animation not playing or is it not moving at all?

Not moving at all ; havent implemted a walking anim yet

m if you make the rig into your starter character, can you move?

Are you sure its rigged properly?

Yes, I can move well & perfectly.

I’m guess if I’m able to animate it, & it moves as a StarterCharacter, it’s rigged properly.

mmm so the problem isnt the rig, It must be the code right?

Does your code work with a default Roblox rig? (have you tried it?)

Yes, the code I put below:

local PW = script.Parent.Parent.Folder.Pathways

local Two = PW.Two.WorldPosition
task.wait(10)
print("what is that!")
script.Parent.Humanoid:MoveTo(Two)
script.Parent.Humanoid.MoveToFinished:Wait()

works with a normal standard Roblox rig, but not my current rig ( >:( )

I tried the running detection using events, & it isn’t giving anything…

so… the rig works without the code… and the code works without the rig… Im… Uhh … I might be out of ideas here…

Are there any notable differences in your models’ humanoid and the default rig’s humanoid?

image
does messing with this do anything?

no, it doesnt do anything unfortunately

@Hazelfluff, I FOUND THE ANSWER!
Humanoid.EvaluateStateMachine = true should be on for it too work!

Thank you for helping me!

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