"local teddy = script.Parent
local humanoid = teddy.Humanoid
teddy.PrimaryPart:SetNetworkOwner(nil)
local function canSeeTarget(target)
local origin = teddy.HumanoidRootPart.Position
local direction = (target.HumanoidRootPart.Position - teddy.HumanoidRootPart.Position).unit * 230
local ray = Ray.new(origin, direction)
local hit, pos = workspace:FindPartOnRay(ray, teddy)
if hit then
if hit:IsDescendantOf(target) then
return true
end
else
return false
end
end
local function findTarget()
local players = game.Players:GetPlayers()
local maxDistance = 390
local nearestTarget
for index, player in pairs(players) do
if player.Character then
local target = player.Character
local distance = (teddy.HumanoidRootPart.Position - target.HumanoidRootPart.Position).Magnitude
if distance < maxDistance and canSeeTarget(target) then
nearestTarget = target
maxDistance = distance
end
end
end
return nearestTarget
end
local function getPath(destination)
local PathfindingService = game:GetService(“PathfindingService”)
local pathParams = {
["AgentHeight"] = 15,
["AgentRadius"] = 4,
["AgentCanJump"] = false
}
local path = PathfindingService:CreatePath(pathParams)
path:ComputeAsync(teddy.HumanoidRootPart.Position, destination.Position)
return path
end
local function attack(target)
local distance = (teddy.HumanoidRootPart.Position - target.HumanoidRootPart.Position).Magnitude
if distance > 7 then
humanoid:MoveTo(target.HumanoidRootPart.Position)
else
local attackAnim = humanoid:LoadAnimation(script.Attack)
attackAnim:Play()
target.Humanoid.Health = 0
end
end
local function walkTo(destination)
local path = getPath(destination)
if path.Status == Enum.PathStatus.Success then
for index, waypoint in pairs(path:GetWaypoints()) do
local target = findTarget()
if target and target.Humanoid.Health > 0 then
attack(target)
break
else
humanoid:MoveTo(waypoint.Position)
humanoid.MoveToFinished:Wait()
end
end
else
humanoid:MoveTo(destination.Position - (teddy.HumanoidRootPart.CFrame.LookVector * 10))
end
end
function patrol()
local waypoints = workspace.waypoints3:GetChildren()
local randomNum = math.random(1, #waypoints)
walkTo(waypoints[randomNum])
end
while wait(0.1) do
patrol()
end"
Make sure that you set the PrimaryPart property on the character model for whatever character you’re using the AI on.
I did and it’s to the humanrootpart
Your code is completely unreadable. Format it properly. Avoid taking just a picture of your screen from the phone and sending thinking people magically will know what you want to make.
I only took a picture of the output that’s it
Thats the problem. You can’t just send a pic of the output. You need to send your script and describe your issue. Your script needs to be formatted which its not. You just said your ai is broken nothing else, you didnt even tell what you expect.
--scripts should be formatted like this
on the botton it says something about primary part and its connected to the PrimaryRootPart like it should and the ai keeps running into the wall and aint working right but when i copy and paste it into a new baseplate world it works fine