Hi,
I am having an extremely difficult time with getting NPCs to walk through a door. Pathfinding has a stroke here for some reason.
Why does he think he can go on top???
Really do not understand the issue here.
Hi,
I am having an extremely difficult time with getting NPCs to walk through a door. Pathfinding has a stroke here for some reason.
Why does he think he can go on top???
Really do not understand the issue here.
Can we see the code that is being used for the pathfinding?
I am using SimplePath.
here are my agent parameters;
{NoPath = 99, AgentRadius = self.Config.Radius or 1.9, AgentHeight = self.Config.Height or 2}
Here’s how I chase after players;
local EnemyRoot = obj.Target.PrimaryPart
local Root = obj.Character.PrimaryPart
local EnemyPos = EnemyRoot.Position
local RootPos = Root.Position
local V1 = EnemyPos * Vector3.new(1, 0, 1)
local V2 = RootPos * Vector3.new(1, 0, 1)
local Direction = (EnemyPos - RootPos)
local Position = EnemyPos
local Velocity = EnemyRoot.AssemblyLinearVelocity
if Velocity.Magnitude < 0.1 then
Velocity = Vector3.new()
end
if Direction.Magnitude > 4 then
obj.Pather:Run(Position + Velocity / 8)
end
task.spawn(function()
task.wait(0.5)
obj.Bools.CanPath = true
end)
This position calculation has always worked even indoors. The doorways are the only issue.
try decreasing agent radius/height (fallback too) and see if that changes anything
You need to create some sort of pathfinding modifier, or disable CanTouch and CanQuery.
Yes. One of the images shows the pathfinding modifier…
I have decreased it but then they get stuck on the sides of doors by hugging corners really hard. I can’t seem to find any inbetween.
And did you set the cost to zero or a lower value than just jumping?
This did work.
But. It only worked when I removed the roof, which makes zero sense. They had the low enough height to path through the doorways. Why does the roof break it?
Nevermind, managed to fix by increasing ceiling height. Really annoying though.
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