hello, I’m trying to make a pathfinding script. it just prints success and stuff in chat however the character doesn’t move.
here’s the script:
repeat task.wait() until game.Players:FindFirstChild("SAKDEVRBLX_alt")
task.wait(4)
--// Services
local PathfindingService = game:GetService('PathfindingService')
--// Variables
local path : Path = PathfindingService:CreatePath({
AgentRadius = 3,
AgentHeight = 6,
AgentCanJump = false,
Costs = {
Water = 20
}
})
local rig = script.Parent
local humanoid = script.Parent.Humanoid
local destination = Vector3.new(84, 3, -64.5)
--// Main
local success, result = pcall(function()
path:ComputeAsync(rig.PrimaryPart.Position, destination)
end)
if (success) and (path.Status == Enum.PathStatus.Success) then
for _, waypoint : PathWaypoint in pairs(path:GetWaypoints()) do
humanoid:MoveTo(waypoint.Position)
print(path.Status)
humanoid.MoveToFinished:Wait()
print("finished")
end
print('Finished path!')
else
print(result)
print(path.Status)
warn('Failed to compute the path.')
end
repeat task.wait() until game.Players:FindFirstChild("SAKDEVRBLX_alt")
print("esc1")
task.wait(4)
print("esc2")
--// Services
local PathfindingService = game:GetService('PathfindingService')
--// Variables
local path : Path = PathfindingService:CreatePath({
AgentRadius = 3,
AgentHeight = 6,
AgentCanJump = false,
Costs = {
Water = 20
}
})
local rig = script.Parent
local humanoid = script.Parent.Humanoid
local destination = Vector3.new(84, 3, -64.5)
--// Main
local success, result = pcall(function()
path:ComputeAsync(rig.PrimaryPart.Position, destination)
end)
if (success) and (path.Status == Enum.PathStatus.Success) then
for _, waypoint : PathWaypoint in pairs(path:GetWaypoints()) do
humanoid:MoveTo(waypoint.Position)
print(path.Status)
humanoid.MoveToFinished:Wait()
print("finished")
end
print('Finished path!')
else
print(result)
print(path.Status)
warn('Failed to compute the path.')
end