once i remove the wall my npc acts fine but if i add it back he bugs out
https://streamable.com/q97elq
what can cause this issue and how to fix it?
wait(game.Loaded)
local PathfindingService = game:GetService("PathfindingService")
local Bobby = script.Parent
local humanoid = Bobby:WaitForChild("Humanoid")
local Humanoid_Root_Part = Bobby:WaitForChild("HumanoidRootPart")
Humanoid_Root_Part:SetNetworkOwner(nil)
local pathParams = {
AgentHeight = 5,
AgentRadius = 3,
AgentCanJump = true,
}
local rayParams = RaycastParams.new()
rayParams.FilterType = Enum.RaycastFilterType.Exclude
rayParams.FilterDescendantsInstances = {Bobby}
local lastPos
local RANGE = 150
local DAMAGE = 100
local function canSeeTarget(target)
local orgin = Humanoid_Root_Part.Position
local direction = (target.HumanoidRootPart.Position - Humanoid_Root_Part.Position).Unit * RANGE
local ray = workspace:Raycast(orgin, direction, rayParams)
if ray then
if ray.Instance:IsDescendantOf(target) or ray.Instance.Transparency < 1 then
print("Bobby Saw Target")
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 = (Humanoid_Root_Part.Position - target.HumanoidRootPart.Position).Magnitude
if distance < maxDistance and canSeeTarget(target) or distance < 20 then
nearestTarget = target
maxDistance = distance
humanoid.WalkSpeed = 50
Bobby.HumanoidRootPart.Walking.Playing = false
Bobby.HumanoidRootPart.Running.Playing = true
print("Target Found")
else
humanoid.WalkSpeed = 6
Bobby.HumanoidRootPart.Running.Playing = false
Bobby.HumanoidRootPart.Walking.Playing = true
end
end
end
return nearestTarget
end
local function getPath(destination)
local path = PathfindingService:CreatePath(pathParams)
path:ComputeAsync(Humanoid_Root_Part.Position, destination.Position)
print("bobby getting waypoint Paths")
return path
end
local function attack(target)
local distance = (Humanoid_Root_Part.Position - target.HumanoidRootPart.Position).Magnitude
local debounce = false
local player = game.Players:GetPlayerFromCharacter(target)
if distance > 5 then
humanoid:MoveTo(target.HumanoidRootPart.Position)
else
if debounce == false then
print("boby killing player")
debounce = true
target.Humanoid.Health -= DAMAGE
Bobby.Head.JumpScare:Play()
game.ReplicatedStorage.Remotes.DeathEvent:FireClient(player)
task.wait()
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()
print("path is blocked")
getPath(destination)
end)
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.WalkSpeed = 50
humanoid.MoveToFinished:Wait()
lastPos = nil
humanoid.WalkSpeed = 6
print("player wasnt found ):")
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