I’m working on a tower defense gamexperience, that procedurally generates a path for the monsters to follow, the main issue, is since I’m using PathfindingService to path to the base, it just stops working after ~200 studs away, and quite often, the paths do go past that point(mainly since I’m experimenting with an endless mode), so I need a solution.
I attempted to generate only to ~200 studs from the mob, and generate another path from that point that it swaps to, but I couldn’t get it to properly choose a location so quite often they would go backwards
I was wondering if there’s an easier way then adding a node to each section of the path(it’s cloning in each section, its not generating it entirely from scratch, I’m too dumb for that), and then figuring out how to organize the nodes, it would be easy, aside for having the path able to split, so I would have to come up with a way to split the numbering for the paths, so the splits wouldn’t mess everything up.
Thanks for at least reading this, please let me know if you need any more info 