Since Roblox Pathfinding is pretty mid, I decided to use A*and it is definitely way more reliable than the Roblox waypoint system.
Only downside since I’ve adopted this system is it’s extremely manual.
and just thought of implementing somewhat similar to L4D’s AI system and this time using a mixture of both (OOP and CS/CollectionService), most important ofc CS.
does almost the same behaviors as you would see in L4D, infected go idle, attack, wander, run, climb some parts, bang and stick their arms through the safe room door, look at the player, etc…
(in terms of ragdoll mocap animations, or ragdolls in-general I already have a seperate system for those)
currently trying to recreate a “Director AI”, ofc based off L4D. (basically tracks the players progression, status, location, and more determines which place/spot the npcs should spawn based off the players current positions)