I have a gif of two random spots.
I don’t even think these are spots on the map that they are targeting.
I think it could be when a player leaves, but why wouldn’t they retarget something else?
I’d recommend that, in your code, when updating and prompting the character to move each node, calculate the time it’d take to get from P1 to P2 for instance, and then after that amount of time + some slack time, if they haven’t reached, update it’s path, or consider (if you haven’t) using the .Blocked connection in the case that your paths are ultimately blocked, so that you can update the pathfinding, for instance:
blockedConnection = path.Blocked:Connect(function(blockedWaypointIndex)
-- Check if the obstacle is further down the path
if blockedWaypointIndex >= nextWaypointIndex then
-- Stop detecting path blockage until path is re-computed
blockedConnection:Disconnect()
-- Call function to re-compute new path
followPath(destination)
end
end)
These are just speculations that might be causing the issue, and it’d help if you showed some code so that we can properly identify what’s going on.
Hope I helped! If you have any questions, don’t hesitate to ask.
I had this, I just decided to use Collision Groups for my solution, that way the Orcs never collide and less problems, thank you for your solution, however.