i read it. Make it larger or the character scale
best go to workspace and find pathfindinguseimprovedsearch - set to enabled see if that works.
i read it. Make it larger or the character scale
best go to workspace and find pathfindinguseimprovedsearch - set to enabled see if that works.
changing size didnt work, the new pathfinding setting made the path smoother but the NPC just doesnt go to the next waypoint as long as there is a truss. It happens when i run computeasync into a loop no matter the speed of the loop, and im not sure what else to do cause removing it from the loop wouldnt work cause the target is a moving player.
it stands infront of the truss, the path is computed fine but the npc just doesnt climb the truss at all nor does it move around the truss, it just stays still and looks at the truss once it reaches the waypoint closest to the truss
pobably wouldn’t run it in a for loop. instead when you’ve reached your path do the NPChum:MoveTo(Waypoints[nextWaypoint].Position)
upon Humanoid.Finished
event.
I think you’re for loop will irritate every waypoint and wont find it.
wdym by reached your path? it never completes the path it just makes it tho
Humanoid.Finished is not an event im 99% sure
so theres a humanoid event Humanoid.MoveToFinished
the compute should compute the path u created in local path = PathfindingService:CreatePath()
then Path:ComputeAsync()
only runs by the given properties of your local path
so when this event fires on humanoid Humanoid.MoveToFinished
then you should follow up with the next waypoint which should be this NPChum:MoveTo(Waypoints[nextWaypoint].Position)
.
this site gives a example.
doesnt make sense, how do you move to the next waypoint AFTER movetofinished if you havent even moved?
and plus i know what computeasync means, also ive researched the api heavily but the problem is that its target is a singular part that doesnt move, the npcs target in my game is a player that MOVES
i get that, but your while loop wont find any waypoint when your looping
let me give u a example of mine.
So how would i fix this problem then
alright ill see the example then
i think something like this. This is a module script so yh
local module = {}
-- //Services
local PathfindingService = game:GetService("PathfindingService")
-- //Pathfinding
local Path = PathfindingService:CreatePath(
{
AgentRadius = 2,
AgentHeight = 2,
AgentCanJump = true,
AgentCanClimb = true,
WaypointSpacing = 5,
Costs = {} -- //Use Pathfinding Modifiers [Instance]
})
function module:Path(player, character)
-- //HUmanoid
local Humanoid = character:FindFirstChild("Humanoid") --//This can be an npc humanoid
local success, errorMessage = pcall(function(...)
Path:ComputeAsync(character.PrimaryPart.Position, workspace:WaitForChild("SpawnLocation").Position)
end)
if success or Path.Status == Enum.PathStatus.Success then
local Waypoints = Path:GetWaypoints()
local nextWaypoint
for i, Waypoint in Waypoints do
if VisualSetting == true then
local Visual = Instance.new("Part")
Visual.Size = Vector3.new(.5, .5, .5)
Visual.Position = Waypoint.Position
Visual.Parent = workspace
Visual.Material = Enum.Material.Neon
Visual.Shape = "Ball"
Visual.Anchored = true
Visual.Color = Color3.fromRGB(255, 255, 255)
Visual.CanCollide = false
Visual.CanQuery = false
Visual.CanTouch = false
end
nextWaypoint = 2
NPChum:MoveTo(Waypoints[nextWaypoint].Position)
end
Humanoid.MoveToFinished:Connect(function()
NPChum:MoveTo(Waypoints[nextWaypoint].Position)
end)
end
return module
could be wrong with this but it might work.
Humanoid.MoveToFinished:Connect(function()
NPChum:MoveTo(Waypoints[nextWaypoint].Position)
end)
What do you want me to do here? I switched my current :MoveTo thing with yours and it just made the NPC stop moving
so u used the script i gave and it stopped moving? show a video pls
And i rather not just replace my script with this cause its a module script and it would be really tedious to set it up as its right now, other reason is this script of mine is an experiment, its not the actual script for the game
okay, ill use your script give me a second
can u show us exactly where u put both of the attachment that the pathfinding link uses? some people put that attach directly above the ladder which is wrong, it should be placed on the next floor
forgive me if i assumed wrong
alright, you could try using the script i got and edit it so it works, i’d probably understand then