local larm = script.Parent:FindFirstChild(“Left Arm”)
local rarm = script.Parent:FindFirstChild(“Right Arm”)
function findNearestHead(pos)
local list = game.Workspace:children()
local torso = nil
local dist = 25
local temp = nil
local human = nil
local temp2 = nil
for x = 1, #list do
temp2 = list[x]
if (temp2.className == “Model”) and (temp2 ~= script.Parent) then
temp = temp2:findFirstChild(“Head”)
human = temp2:findFirstChild(“Humanoid”)
if (temp ~= nil) and (human ~= nil) and (human.Health > 0) then
if (temp.Position - pos).magnitude < dist then
Head = temp
dist = (temp.Position - pos).magnitude
end
end
end
end
return Head
end
while true do
wait(0.1)
local target = findNearestHead(script.Parent.Head.Position)
if target ~= nil then
script.Parent.Humanoid:MoveTo(target.Position, target)
end
end
I am using this script, but the humanoids detect each other and clump up. I am trying to make it so they detect the players only.
Alternatively, because we know we are only looking for Player’s characters, we can just cycle through a list of Player objects and their Characters to determine who our closest target is.
local Players = game:GetService("Players")
local OurHead = script.Parent.Head
local OurHumanoid = script.Parent.Humanoid
local VeryFarAway = math.huge
function FindNearestLivingPlayers(OurPos)
local ClosestPlayer, ClosestDistance = nil, VeryFarAway
local PlayerList = Players:GetPlayers()
for _, Player in pairs(PlayerList) do
local Character = Player.Character
if Character then
local Head = Character:FindFirstChild("Head")
local Humanoid = Character:FindFirstChild("Humanoid")
if Head and Humanoid and Humanoid.Health > 0 then
local ThisDistance = (Head.Position - OurPos).magnitude
if ThisDistance < ClosestDistance then
ClosestPlayer = Player;
ClosestDistance = ThisDistance
end
end
end
end
return ClosestPlayer, ClosestPlayer and ClosestPlayer.Character.Head or nil
end
while true do
local TargetPlayer, TargetObj = FindNearestLivingPlayers(OurHead.Position)
if TargetObj then
OurHumanoid:MoveTo(TargetObj.Position, TargetObj)
end
wait()
end
One thing that’s missing here is the maximum distance a player can be before they aren’t counted anymore. You can change this in 1 line however, can you spot where?