NPC Killer lags/stutters behind player despite having faster walkspeed

In my game I have an NPC that chases players and kills them, but even though the killer’s walkspeed is way faster than the player, it always seems to be just behind a player and never catching up to them (as long as the player runs in a straight line and doesn’t take any sharp turns.)

Here is the script im using:

local myHuman = script.Parent:WaitForChild("Humanoid")
local myRoot = script.Parent:WaitForChild("HumanoidRootPart")
local head = script.Parent:WaitForChild("Head")
local lowerTorso = script.Parent:WaitForChild("LowerTorso")

local clone = script.Parent:Clone()

script.Parent.PrimaryPart:SetNetworkOwner(nil)

function walkRandomly()
	local xRand = math.random(-50,50)
	local zRand = math.random(-50,50)
	local goal = myRoot.Position + Vector3.new(xRand,0,zRand)
	
	local path = game:GetService("PathfindingService"):CreatePath()
	path:ComputeAsync(myRoot.Position, goal)
	local waypoints = path:GetWaypoints()
	
	if path.Status == Enum.PathStatus.Success then
		for _, waypoint in ipairs(waypoints) do
			if waypoint.Action == Enum.PathWaypointAction.Jump then
				myHuman.Jump = true
			end
			myHuman:MoveTo(waypoint.Position)
			local timeOut = myHuman.MoveToFinished:Wait(1)
			if not timeOut then
				--print("Got stuck")
				myHuman.Jump = true
				walkRandomly()
			end
		end
	else
		--print("Path failed")
		wait(1)
		walkRandomly()
	end
end

function findPath(target)
	local path = game:GetService("PathfindingService"):CreatePath()
	path:ComputeAsync(myRoot.Position,target.Position)
	local waypoints = path:GetWaypoints()
	
	if path.Status == Enum.PathStatus.Success then
		for _, waypoint in ipairs(waypoints) do
			if waypoint.Action == Enum.PathWaypointAction.Jump then
				myHuman.Jump = true
			end
			myHuman:MoveTo(waypoint.Position)
			local timeOut = myHuman.MoveToFinished:Wait(1)
			if not timeOut then
				myHuman.Jump = true
				--print("Path too long!")
				findPath(target)
				break
			end
			if checkSight(target) then
				repeat
					--print("Moving directly to the target")
					myHuman:MoveTo(target.Position)
					attack(target)
					wait(0.1)
					if target == nil then
						break
					elseif target.Parent == nil then
						break
					end
				until checkSight(target) == false or myHuman.Health < 1 or target.Parent.Humanoid.Health < 1
				break
			end
			if (myRoot.Position - waypoints[1].Position).magnitude > 20 then
				--print("Target has moved, generating new path")
				findPath(target)
				break
			end
		end
	end
end

function checkSight(target)
	local ray = Ray.new(myRoot.Position, (target.Position - myRoot.Position).Unit * 40)
	local hit,position = workspace:FindPartOnRayWithIgnoreList(ray, {script.Parent})
	if hit then
		if hit:IsDescendantOf(target.Parent) and math.abs(hit.Position.Y - myRoot.Position.Y) < 3 then
			--print("I can see the target")
			return true
		end
	end
	return false
end

function findTarget()
	local dist = 50000
	local target = nil
	local potentialTargets = {}
	local seeTargets = {}
	for i,v in ipairs(workspace:GetChildren()) do
		local human = v:FindFirstChild("Humanoid")
		local torso = v:FindFirstChild("Torso") or v:FindFirstChild("HumanoidRootPart")
		if human and torso and v.Name ~= script.Parent.Name then
			if (myRoot.Position - torso.Position).magnitude < dist and human.Health > 0 then
				table.insert(potentialTargets,torso)
			end
		end
	end
	if #potentialTargets > 0 then
		for i,v in ipairs(potentialTargets) do
			if checkSight(v) then
				table.insert(seeTargets, v)
			elseif #seeTargets == 0 and (myRoot.Position - v.Position).magnitude < dist then
				target = v
				dist = (myRoot.Position - v.Position).magnitude
			end
		end
	end
	if #seeTargets > 0 then
		dist = 200
		for i,v in ipairs(seeTargets) do
			if (myRoot.Position - v.Position).magnitude < dist then
				target = v
				dist = (myRoot.Position - v.Position).magnitude
			end
		end
	end
	return target
end

function attack(target)
		if target.Parent ~= nil then
			target.Parent.Humanoid:TakeDamage(100)
		end
		wait(0.4)
	end

function died()
	wait(5)
	clone.Parent = workspace
	game:GetService("Debris"):AddItem(script.Parent,0.1)
end

myHuman.Died:Connect(died)

lowerTorso.Touched:Connect(function(obj)
	if not obj.Parent:FindFirstChild("Humanoid") then
		myHuman.Jump = true
	end
end)

function main()
	local target = findTarget()
	if target then
		myHuman.WalkSpeed = 75
		findPath(target)
	else
		myHuman.WalkSpeed = 20
		walkRandomly()
	end
end

while wait(0.1) do
	if myHuman.Health < 1 then
		break
	end
	main()
end

Also, this might not affect anything, but the NPC is being cloned from ReplicatedStorage to workspace.

Please use the search, I think I have seen this post about 4 times in the last 2 days.

Solution

1 Like

I already saw that and it didn’t help sorry.

Use task.wait instead of wait and get the players instead of the workspace children.

Try adding the velocity of the player to the move function, that way the npc will try to move where the player will be. Also, have you tried setting the networkowner of the npc?

1 Like