The model is unanchored and has a humanoid walk speed of 16.
The code to move the NPC is the same as the one Roblox provides: Character Pathfinding | Documentation - Roblox Creator Hub
don’t mind the music
Any idea why?
The model is unanchored and has a humanoid walk speed of 16.
The code to move the NPC is the same as the one Roblox provides: Character Pathfinding | Documentation - Roblox Creator Hub
don’t mind the music
Any idea why?
Can you instead show the code in this post, so I can see what’s wrong?
local success, errorMessage = pcall(function()
path:ComputeAsync(GhostModel.PrimaryPart.Position, destination)
end)
if success and path.Status == Enum.PathStatus.Success then
print("Path Success")
waypoints = path:GetWaypoints()
blockedConnection = path.Blocked:Connect(function(blockedWaypointIndex)
if blockedWaypointIndex >= nextWaypointIndex then
blockedConnection:Disconnect()
followPath(destination)
end
end)
if not reachedConnection then
reachedConnection = GhostHumanoid.MoveToFinished:Connect(function(reached)
if reached and nextWaypointIndex < #waypoints then
nextWaypointIndex += 1
GhostHumanoid:MoveTo(waypoints[nextWaypointIndex].Position)
isWalking = true
else
reachedConnection:Disconnect()
blockedConnection:Disconnect()
isWalking = false
end
end)
end
nextWaypointIndex = 2
GhostHumanoid:MoveTo(waypoints[nextWaypointIndex].Position)
elseif errorMessage then
warn("Path not computed!", errorMessage)
isWalking = false
end
end
Does it print Path success
whatsoever?
Yep In the video I do show it in the output
You’re checking if a waypoint is blocked, then deleting it? Where is the humanoid meant to know where to go?
Uh it doesn’t delete it, i don’t see that code anywhere
Anyways this is the exact code that roblox gives so it must work
You disconnect the function before even trying to call the followPath()
function. That’s probably why.
I fixed it and nothing changed
Same thing happens here. You disconnect the function before even setting the isWalking
variable to false.
reachedConnection:Disconnect()
blockedConnection:Disconnect()
isWalking = false
That didn’t fix it either, it seems that the character does turn and try to move but can’t move at all
Almost as if it’s too heavy but I turned on massless
Do you ever move the character, it only looks like you’re calculating the path only.
Also it looks like you forcefully set the waypoint to 2, then move the character.
It’s probably constantly trying to walk to the second waypoint.
That only runs once and it’s because the first waypoint is the starting point, this is just Roblox’s code I didn’t modify it.
Try calling :SetNetworkOwner(nil)
on the NPC’s HumanoidRootPart.
I wouldn’t think it’s the client’s fault, so setting the network owner might do nothing.