Pathfinding service not playing walk animation

You can write your topic however you want, but you need to answer these questions:

  1. What do you want to achieve? Keep it simple and clear!

I wanted to achieve a modular pathfinding system

  1. What is the issue? Include screenshots/videos if possible!

The npc does not play the walking animation but rather floats while following the player

code:

module.Walkto = function(StartPos, EndPos, Humanoid, Walkspeed)
	local originalwalkspeed = Humanoid.WalkSpeed
	if Walkspeed then
		Humanoid.WalkSpeed = Walkspeed
	end
	
	local path = PFS:CreatePath()
	path:ComputeAsync(StartPos, EndPos)
	for _, waypoint in pairs(path:GetWaypoints()) do
		Humanoid:MoveTo(waypoint.Position)
		Humanoid.MoveToFinished:Wait()
	end
	
	Humanoid.WalkSpeed = originalwalkspeed
end

im going to assume that you might also want a idle animation, so youll want a reference for both animations, and to play/stop them depending on what is happening

module.Walkto = function(StartPos, EndPos, Humanoid, Walkspeed)
	local originalwalkspeed = Humanoid.WalkSpeed

	local animator = Humanoid:FindFirstChildOfClass("Animator")
	local walkAnimation = Instance.new("Animation")
	local idleAnimation = Instance.new("Animation")
	
	walkAnimation.AnimationId = "rbxassetid://WALK_ANIMATION_ID"
	idleAnimation.AnimationId = "rbxassetid://IDLE_ANIMATION_ID"
	walkAnimation.Name = "Walk"
	idleAnimation.Name = "Idle"
	
	local walkAnimTrack = animator:LoadAnimation(walkAnimation)
	local idleAnimTrack = animator:LoadAnimation(idleAnimation)

	if Walkspeed then
		Humanoid.WalkSpeed = Walkspeed
	end

	local path = PFS:CreatePath()
	path:ComputeAsync(StartPos, EndPos)
	
	idleAnimTrack:Stop()
	walkAnimTrack:Play()

	for _, waypoint in pairs(path:GetWaypoints()) do
		Humanoid:MoveTo(waypoint.Position)
		Humanoid.MoveToFinished:Wait()
	end
	
	walkAnimTrack:Stop()
	idleAnimTrack:Play()
	
	Humanoid.WalkSpeed = originalwalkspeed
end

ideally you make the animation stuff outside of the walk function so that you can play and stop other animations in other actions of the module, like when the npc does a different action for them to stop the idle animation, and also not needing to create instances of the animations

Ohhh I’ll try the code in a sec, but I’ll assume it works. Thank you!

without me been able to test the code, and just typing it, theres most likely a chance it wont work but whatever helps

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.