I’ll give your idea a try tomorrow. Again, thanks for the idea as it does help to get as much feedback as possible.
The way you showed you were doing this still relied on the moveToFinished and a bindableEvent (i’m not sure when this event is fired) where as my version the moment you call MoveTo with a new position it continues without a stop, the humanoid simply changes direction and continues moving. I’m guessing the glitchy bits your experiencing are due to the stopping before switching to the next position. In any case, hope this helps in some way. Good luck with your project.
Well, I changed it when @C_Sharper suggested repeat wait() post #3
After testing it, it wasn’t working well but today I woke up with an idea, my idea is that I will get the Humanoid to move towards where the mouse is by 0.1 or so because I believe that the issue is because of when the Event is received it moves the Humanoid back to it’s position (which the purpose is to intentionally stop the MoveToFinished yield)
If this method doesn’t work, I will probably add a BindableEvent which fires upon MoveToFInished and then when I need it to end immediately rather then using :MoveTo
I would just fire the bindable.
These are my plans for today but I’m still open to any new suggestions.
EDIT: To all of those who’ve wandered upon this topic, my solution would be to make a table for each individual npc logging their way points and simpily updating their waypoints. For example, if a NPC is currently on waypoint 1 and you reupdate their way points, reset the waypoints values for 2+. This is probably the best way to have a smooth transition between each point without having the NPC to move to where it’s currently located at.