The problem doesn’t change unfortunately.
function PathfindToPos(Pos,OverWrite)
if Pathing == false then
spawn(function()
Pathing = true
local Path = PathfindingService:CreatePath()
Path:ComputeAsync(HRP.Position,Pos)
local Waypoints = Path:GetWaypoints()
local TimeOutNum = 2
local Ting = StopPathfinding
if Ting == true and OverWrite == true then
Ting = false
end
if Path.Status == Enum.PathStatus.Success then
for _, Point in pairs(Waypoints) do
if not CanSee and Ting == false then
local CurrentTime = tick()
repeat wait()
Humanoid:MoveTo(Point.Position)
Ting = StopPathfinding
if Ting == true and OverWrite == true then
Ting = false
end
if (tick() - CurrentTime > TimeOutNum) or Ting then
break
end
until(HRP.Position-Point.Position).Magnitude<5 or (tick() - CurrentTime > TimeOutNum) or CanSee or Ting
if (tick() - CurrentTime > TimeOutNum) then
warn("Time out")
end
if (tick() - CurrentTime > TimeOutNum) or CanSee then
break
end
end
end
else
warn("Couldn't find path")
NormalFollow(Pos)
end
Pathing = false
end)
end
end