Hello, I was wondering how I could Implent a way so the rig idles when it finishes its way to a waypoint wait a second and continue the patrol however im not too sure how. If anyone could help that would be greatly appreaciated!
local PathfindingService = game:GetService("PathfindingService")
local npc = script.Parent
local humanoid = npc:WaitForChild("Humanoid")
local hrp = npc:WaitForChild("HumanoidRootPart")
hrp:SetNetworkOwner(nil)
local walkAnim = humanoid.Animator:LoadAnimation(script.Walk)
local IdleAnim = humanoid.Animator:LoadAnimation(script.Idle)
local attackAnim = humanoid.Animator:LoadAnimation(script.Attack)
local pathParams = {
AgentHeight = 5,
AgentRadius = 3,
AgentCanJump = true,
}
local rayParams = RaycastParams.new()
rayParams.FilterType = Enum.RaycastFilterType.Blacklist
rayParams.FilterDescendantsInstances = {npc}
local lastPos
local animPlaying = false
local RANGE = 40
local DAMAGE = 100
local function canSeeTarget(target)
local orgin = hrp.Position
local direction = (target.HumanoidRootPart.Position - hrp.Position).Unit * RANGE
local ray = workspace:Raycast(orgin, direction, rayParams)
if ray and ray.Instance then
if ray.Instance:IsDescendantOf(target) then
return true
else
return false
end
else
return false
end
end
local function findTarget()
local players = game.Players:GetPlayers()
local maxDistance = RANGE
local nearestTarget
for i, player in pairs(players) do
if player.Character then
local target = player.Character
local distance = (hrp.Position - target.HumanoidRootPart.Position).Magnitude
if distance < maxDistance and canSeeTarget(target) then
local plr = game.Players:GetPlayerFromCharacter(target)
game.ReplicatedStorage.Seen:FireClient(plr, true)
nearestTarget = target
maxDistance = distance
if canSeeTarget(target) == false then
game.ReplicatedStorage.Seen:FireClient(plr, false)
end
end
end
end
return nearestTarget
end
local function getPath(destination)
local path = PathfindingService:CreatePath(pathParams)
path:ComputeAsync(hrp.Position, destination.Position)
return path
end
local function attack(target)
local distance = (hrp.Position - target.HumanoidRootPart.Position).Magnitude
local debounce = false
if distance > 5 then
humanoid:MoveTo(target.HumanoidRootPart.Position)
else
if debounce == false then
debounce = true
npc.Head.AttackSound:Play()
attackAnim:Play()
target.Humanoid.Health -= DAMAGE
task.wait(0.5)
debounce = false
end
end
end
local function walkTo(destination)
local path = getPath(destination)
if path.Status == Enum.PathStatus.Success then
for i, waypoint in pairs(path:GetWaypoints()) do
path.Blocked:Connect(function()
path:Destroy()
end)
if animPlaying == false then
walkAnim:Play()
animPlaying = true
end
attackAnim:Stop()
local target = findTarget()
if target and target.Humanoid.Health > 0 then
lastPos = target.HumanoidRootPart.Position
attack(target)
break
else
if waypoint.Action == Enum.PathWaypointAction.Jump then
humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
end
if lastPos then
humanoid:MoveTo(lastPos)
humanoid.MoveToFinished:Wait()
lastPos = nil
break
else
humanoid:MoveTo(waypoint.Position)
humanoid.MoveToFinished:Wait()
end
end
end
else
return
end
end
local function patrol()
local waypoints = workspace.Waypoints:GetChildren()
local randomNum = math.random(1, #waypoints)
walkTo(waypoints[randomNum])
end
while task.wait(0.2) do
patrol()
end