wait(1)
local NPC = game.ServerStorage.DummyA
repeat wait() until NPC.Parent == workspace
print("in workspace")
local pc = NPC.Process
if pc.Value == "Training" then
print("going to train")
repeat
print("moving")
wait(1)
NPC.Humanoid:MoveTo(game.Workspace.Base.A.Position)
NPC.Humanoid.MoveToFinished:Wait()
wait(1)
NPC.Humanoid:MoveTo(game.Workspace.Base.B.Position)
NPC.Humanoid.MoveToFinished:Wait()
wait(1)
NPC.Humanoid:MoveTo(game.Workspace.Base.C.Position)
NPC.Humanoid.MoveToFinished:Wait()
wait(1)
NPC.Humanoid:MoveTo(game.Workspace.Base.D.Position)
NPC.Humanoid.MoveToFinished:Wait()
wait(1)
NPC.Humanoid:MoveTo(game.Workspace.Base.E.Position)
until pc.Value ~= "Training"
end
It summons at the part, it just doesn’t move, the part has cancollide set to true but if I set it to false nothing changes. Nothing under the character is anchored.
Hm. Since everything prints, I would say that it’s probably the NPC’s fault. Try this:
Playtest it in studio, and while you’re in, select the NPC that is in the workspace from the explorer and watch the blue box around it. If the blue box extends to all the other parts the NPC is supposed to be walking to, that means your NPC is at fault here.
Sorry if this doesn’t make much sense, I’m trying my best to explain.