Hii, so i have a pathfinder that does the basics, But i noticed something was off, It never jumps, and when under roofs/ when i am above a roof, it gets stuck
my code : (not full)
while true do
game:GetService("RunService").Heartbeat:wait()
local target = getNearestTarget()
if not goingToCave then
if target then
pathfindPosition = target.PrimaryPart.Position
local pathfindPosition = Vector3.new()
local agentParameters = {
AgentHeight = 5, -- 5
AgentRadius = 2, -- 2
AgentCanJump = true,
AgentCanClimb = true,
Costs = {}
}
local pathfind = false
local position1 = character.PrimaryPart.Position + Vector3.new(0,1.5,0)
local position2 = pathfindPosition + Vector3.new(0,1.5,0)
local raycastParams = RaycastParams.new()
raycastParams.FilterType = Enum.RaycastFilterType.Exclude
if target then
raycastParams.FilterDescendantsInstances = {character,target}
else
raycastParams.FilterDescendantsInstances = {character}
end
local raycast = workspace:Raycast(
position1,
position2 - position1,
raycastParams
)
if raycast then
pathfind = true
end
if pathfind then
if humanoid:GetState() ~= Enum.HumanoidStateType.Climbing then
-- simplepath:Run(character.HumanoidRootPart.Position)
simplepath:Run(pathfindPosition)
end
else
lookAt(character, target)
humanoid:MoveTo(target.HumanoidRootPart.Position)
end
The only line i changed from SimplePath :
local pathComputed, _ = pcall(function()
self._path:ComputeAsync(self._agent.PrimaryPart.Position - Vector3.new(0, self._agent.PrimaryPart.Size.Y/0, 0), (typeof(target) == "Vector3" and target) or target.Position)
end)
And there’s actually a way of reaching the player, by climbing this
It only comes back to his senses when i get down