example: https://gyazo.com/0f31ce2f845660f6b568b3ce69724e3a
had to cut the gif since I could only record up to 7 seconds but pretty much the second I lure the NPC on that slope he just starts running up it.
Not to mention its literally impossible to reach me from going up the slope since the top is this:
My pathfinding code:
local PathfindingService = game:GetService("PathfindingService")
local function PathFind(humanoid,StartPos,Destination)
local path = PathfindingService:CreatePath({
AgentHeight = 3
})
path:ComputeAsync(StartPos,Destination)
local waypoints = path:GetWaypoints()
local num = 3
local waypoint = waypoints[num] or waypoints[#waypoints]
if waypoint then
if waypoint.Action == Enum.PathWaypointAction.Jump and humanoid.FloorMaterial ~= Enum.Material.Air then
humanoid.Jump = true
end
humanoid:MoveTo(waypoint.Position)
end
end
return PathFind
Any help is greatly appreciated! I’m stumped on how to fix this.
I’ve tried messing with the material priorities and this issue still occurs. I have no clue what to do to fix this and its a serious problem in my game.
Thats the angle of the slope the humanoid can walk up. They can walk up these slopes completely fine. The issue is the AI breaking and for some reason concluding that it cannot go down the slope.
I believe the solution to this would be to raycast and get the slope angle. If its at a certain angle we just use MoveTo() without any pathfinding. This is the only way to fix this I believe.