You are also using MoveTo?
Instead of doing humanoid.MoveToFinished:Wait()
you should continuously check whether the npc is close enough to the current point, if so then go to the next point.
That way the npc won’t overshoot the checkpoints like in your video.
Doing humanoid.MoveToFinished:Wait()
works in BrokenV0id’s video because the npc is moving very slowly.
WingItMan
(WingItMan)
November 30, 2022, 1:09pm
#5
It looks like the humanoid is moving too fast, and thus overshooting the corners.
Does this issue occur while moving slower?
NexnHeimer
(NexoBeats)
November 30, 2022, 1:09pm
#6
still straight i want to them to go in curves and not STRAIGHT
NexnHeimer
(NexoBeats)
November 30, 2022, 1:09pm
#7
then they are just going straight
WingItMan
(WingItMan)
November 30, 2022, 1:10pm
#8
You’ll probably need to detect corners somehow and rebuild the path waypoints to curve rather than be a 90 degree turn then.
What if you pathfind from start to finish, instead of to every corner?
Then it should take sharper corners.
Also you could look into splines to make the path smoother, though I’m not sure whether the npc will stay on the road if you do that.
Here is a Roblox module for cubic hermite splines
Introduction
We’ve all heard of Bezier Curves — Curves defined by several control points linearly interpolating with one another to create a curve shaped by these points. Although these curves are extremely useful, there are some limitations that come along with them. For instance, what if you want create a smooth curve that goes through the control points rather than being shaped by them?
An easy fix to this is to create a smooth enough polynomial that goes through the given control points. …
NexnHeimer
(NexoBeats)
November 30, 2022, 1:20pm
#10
he is TWEENING and not MoveTo Using. i want to NPC’s to Walk and not to Slide.
NexnHeimer
(NexoBeats)
November 30, 2022, 1:23pm
#12
what did you just send? HE IS NOT EVEN USING AN HUMANOID… HE IS MOVING PARTS AND NOT AN NPC.
its moving weird since u make the whole humanoid massless, disable massless to make it less slippery
It’s an example.
It’s a module for generating points from fewer points. You can use those points however you like, whether it be tweening or moving a humanoid with MoveTo…
ALSO
ketrab2004:
Also, did you try
NexnHeimer
(NexoBeats)
November 30, 2022, 1:26pm
#15
still not for Humanoid moveto, its for PARTS.
It’s for generating a cubic hermite spline using the Catmull–Rom algorithm.
wikipedia
NexnHeimer
(NexoBeats)
November 30, 2022, 1:47pm
#17
aha and how is that even usable for me?
Because it turns this
into this
You want the npc to go in a curve right?
NexnHeimer
(NexoBeats)
November 30, 2022, 1:57pm
#19
yes i want them to walk Realistic and not just like robots…
Then the module I linked to is exactly what you need.
NexnHeimer
(NexoBeats)
November 30, 2022, 1:58pm
#21
and how do i use it then?
its a module so not usable in my scripts.
dduck5tar
(dduck5tar)
November 30, 2022, 2:03pm
#22
Any help being offered to you is an effort on someone else’s behalf. Offering thanks to the people that do try to help (whether helpful or not) will garner more for you than trashing them. For this reason, I will not even try to help, good luck!
3 Likes
What do you mean it’s not usable because it’s a module?
It’s usable only because it’s a module?
You should read under the usage dropdown