Pathfindierservice feature

i ve wasted 2 days and still have not figure this issue

what i want is when a npc whose chasing player but he is far away from his primary position like 100 studs
i want him to pathfind his way to his position and not following the player until he gets back

my issue : when the npc returns he starts movinf randomly and the variable thats controllers whether he should return or not starts to change rapdility between true and false

Hi. Could you send us your script and possibly a video of the problem?

local PFS = game:GetService("PathfindingService")
local Players = game:GetService("Players")
local Debris = game:GetService("Debris")

local PathHandler = {}


PathHandler.OriginalPositions = {}
-- Set player WalkSpeed on join
Players.PlayerAdded:Connect(function(player)
	player.CharacterAdded:Connect(function(character)
		local humanoid = character:WaitForChild("Humanoid")
		humanoid.WalkSpeed = 50
	end)
end)

function PathHandler.IsInVision(monster, targetCharacter)
	-- Set field of view in degrees; adjust as needed.
	local fovAngle = 45 
	local threshold = math.cos(math.rad(fovAngle))
	local direction = (targetCharacter.PrimaryPart.Position - monster.PrimaryPart.Position).Unit
	local lookVector = monster.PrimaryPart.CFrame.LookVector
	local dot = lookVector:Dot(direction)
	return dot >= threshold
end


-- Internal function to visualize waypoints
local function VisualizeWaypoints(waypoints, duration)
	duration = duration or 5  -- default duration is 5 seconds
	for _, waypoint in ipairs(waypoints) do
		local marker = Instance.new("Part")
		marker.Name = "WaypointMarker"
		marker.Shape = Enum.PartType.Ball
		marker.Material = Enum.Material.Neon
		marker.Color = Color3.fromRGB(255, 0, 0)  -- bright red
		marker.Size = Vector3.new(1, 1, 1)
		marker.Anchored = true
		marker.CanCollide = false
		marker.Position = waypoint.Position
		marker.Parent = workspace
		Debris:AddItem(marker, duration)
	end
end

-- Attempts to follow the target character by computing a path and moving the NPC along it
function PathHandler.FollowPlayer(monster, targetCharacter)
	-- Get the monster's dimensions for agent parameters
	local extents = monster:GetExtentsSize()
	local x = extents.Y                           -- Using Y as height (adjust if needed)
	local y = math.max(extents.X, extents.Z) / 2    -- Approximate horizontal radius

	local agency = {
		AgentRadius = x,
		AgentHeight = y
	}

	-- Create and compute the path using the monster's PrimaryPart
	local path = PFS:CreatePath(agency)
	path:ComputeAsync(monster.PrimaryPart.Position, targetCharacter.PrimaryPart.Position)

	if path.Status == Enum.PathStatus.Success then
		local waypoints = path:GetWaypoints()

		VisualizeWaypoints(waypoints)

		-- Connect the Blocked event once
		local blockedConnection = path.Blocked:Connect(function(blockedWaypointIndex)
			print("Path is blocked at waypoint:", blockedWaypointIndex)
			-- Optionally: Recalculate the path here if needed.
		end)

		-- Start from waypoint 2 (assuming waypoint 1 is the starting position)
		local currentWaypointIndex = 2

		if currentWaypointIndex <= #waypoints then

			monster.Humanoid:MoveTo(waypoints[currentWaypointIndex].Position)
		end

		-- Wait for the NPC to reach each waypoint before moving on
		local moveConnection
		moveConnection = monster.Humanoid.MoveToFinished:Connect(function(reached)
			if reached  then
	
				
				currentWaypointIndex = currentWaypointIndex + 1

				if currentWaypointIndex <= #waypoints then
					monster.Humanoid:MoveTo(waypoints[currentWaypointIndex].Position)
				else
					-- Completed the path; disconnect events.
					moveConnection:Disconnect()
					blockedConnection:Disconnect()
				end
			else
				moveConnection:Disconnect()
				blockedConnection:Disconnect()
			end
		end)
	else
		warn("Pathfinding failed with status:", path.Status)
	end
end

function PathHandler.ReturnHome(monster,originalCFrame)
	if originalCFrame then
		local homeTarget = {PrimaryPart = {Position = originalCFrame.Position}}
		
		PathHandler.FollowPlayer(monster, homeTarget)
	end
end

-- Checks for the nearest player and, if within range, calls FollowPlayer on that character
function PathHandler.CheckNearestPlayer(monster:Model)
	-- First, check if the monster is too far from its original home position.
	local IsReturning = monster:GetAttribute("IsReturning")
	local originalCFrame = PathHandler.OriginalPositions[monster]
	
	if originalCFrame then
		local distFromHome = (monster.PrimaryPart.Position - originalCFrame.Position).Magnitude
		local MaxAway = monster:GetAttribute("MaxAway")
		if distFromHome > MaxAway then
			monster:SetAttribute("IsReturning", true)
		end
		if monster:GetAttribute("IsReturning") then
			PathHandler.ReturnHome(monster,originalCFrame)
			if (monster.PrimaryPart.Position - originalCFrame.Position).Magnitude <= 5 then
				monster:SetAttribute("IsReturning", false)
			end
			return
		end
	end

	local players = Players:GetPlayers()
	if #players > 0  or IsReturning == false then
		local MaxDist = monster:GetAttribute("MaxDist")
		for _, player in ipairs(players) do
			local character = player.Character
			-- Ensure the character exists, has a Humanoid, and a PrimaryPart
			if character and character:FindFirstChildWhichIsA("Humanoid") and character.PrimaryPart then
				local distance = (monster.PrimaryPart.Position - character.PrimaryPart.Position).Magnitude
				if distance < 8 or (distance < MaxDist and PathHandler.IsInVision(monster, character))   then
					PathHandler.FollowPlayer(monster, character)

				end
			end
		end	
	end
end

function PathHandler.Start(monster,monsterCframe)
	task.spawn(function()
		PathHandler.OriginalPositions[monster] = monsterCframe
		while true do
			if monster:GetAttribute("IsReturning") == true then
				task.wait()
				continue
				
			end
			PathHandler.CheckNearestPlayer(monster)
			task.wait()
		end
	end)
end

return PathHandler

thats a modulescript and like

you need a script to require it to work…

Brah
idk im stupid

u really dont think that i know it…??

so any suggestions? i still havent found any solution​:point_right: :point_left::melting_face: