Modified R6 Rig doesn't walk between parts properly

I have a Modified R6 Rig that I made for a game, It’s supposed to be able to move between points and chase the player when it sees them. But as I was scripting it, I noticed it doesn’t touch the parts in the workspace it walks between and I think it’s due to the rig’s body parts being changed (not including the head, torso or HumanoidRootPart)

I think this has to do with the rig itself, because I tested the same script on a regular R6 dummy, and it moves to the points perfectly fine.

I have a video showing what I mean:
Link

I do not understand why this happens, I am confused on how to fix this issue.

2 Likes

I think it moves from point to point immediately which just makes it move quickly through the parts

Humanoid.MoveToFinished:Wait() -- Any value you want here

Also it could be networking since it lags behind sometimes but since we can’t see your script it’s hard to say

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It’s a very basic movement script, as seen below

local Telamonster = script.Parent
local Humanoid = Telamonster.NPC

while true do
	Humanoid:MoveTo(workspace.Destination.Position)
	Humanoid.MoveToFinished:Wait()
	Humanoid:MoveTo(workspace.Destination2.Position)
	Humanoid.MoveToFinished:Wait()
end

the thing is, that it doesn’t go all the way, it stops before it touches the part, I think it’s to do with the rig itself, because I tested the same script with a default rig, and it works fine.

3 Likes

Excuse, but why don’t you just use pathfinding? It won’t have any problems and you won’t have to bother with the rig.

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If the part’s CanCollide variable is false** it won’t touch it.

I guess I wasn’t thinking right, I’ll definitely try that to see if it works.

1 Like