Pathfindingservice wont do a totally doable path and i have no idea why, its supposed to go in the maze and to the white part you can see on the right side, but instead it goes outside of the maze and around it, and says its a partial path, idk what to do right now
local function MoveTo(TargetPosition)
Path:ComputeAsync(HumanoidRootPart.Position, TargetPosition)
local WaypointsNumber = 1
if Path.Status == Enum.PathStatus.ClosestNoPath then
local Waypoints = Path:GetWaypoints()
while task.wait() do
repeat task.wait() SmoothTurnTo(Waypoints[WaypointsNumber]) until HasReached(Waypoints[WaypointsNumber])
if Waypoints[WaypointsNumber].Action == Enum.PathWaypointAction.Jump then
Humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
end
WaypointsNumber += 1
end
for _, Waypoint in ipairs(Waypoints) do
end
else
warn("Pathfinding failed: " .. Path.Status.Name)
end
end
this is my current code, and no i dont want to hear about me doing a weird way of pathfinding, why not this way that way etc i simply want a solution if you need more details let me know
Turn on Click to Move in your settings and click on the target location. If your character manages to make it to the part, then there is something wrong with the agent specifically.
Double check that you are giving it the right position, sometimes silly stuff like that just happens.
Add a PathfindingModifier to the default baseplate below and give it a very large number. This will discourage the agent from walking on the baseplate, but even if it still chooses to do that, then there something more underlying.