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What do you want to achieve? Keep it simple and clear!
As seen in the image above, pathfinding is producing insane numbers.
What is the issue? Include screenshots / videos if possible!
As a result, the model rams itself off the baseplate and into the void. The pathfinding produces insane numbers for the frst waypoint, but not the rest.
What solutions have you tried so far? Did you look for solutions on the Developer Hub?
Read multiple articles, couldnt find anything
I am trying to make a boss and i have a custom rig
It is connected with motor6ds and anchors are turned off for everything apart from humanoidrootpart and bones.
Here is my code:
wait(5) local Player local PS = game:GetService("PathfindingService") local Anim = script.ReaperSwim while wait(5) do local LoadAnim = script.Parent.Humanoid:LoadAnimation(Anim):Play() local ClosestPlayer local LocalRootPart = script.Parent.HumanoidRootPart local Lowest = math.huge for i,v in pairs(game.Players:GetChildren()) do local magnitude = math.abs((v.Character.HumanoidRootPart.Position - LocalRootPart.Position).Magnitude) if magnitude < Lowest then Lowest = magnitude Player = v end end local Path = PS:CreatePath() local Waypoints = Path:GetWaypoints() local success, errorMessage = pcall(function() Path:ComputeAsync(LocalRootPart.Position, Player.Character.HumanoidRootPart.Position) end) if success and Path.Status == Enum.PathStatus.Success then Waypoints = Path:GetWaypoints() else print("Path Failed") end for i,v in pairs(Waypoints) do local Pos = v.Position print(Waypoints) script.Parent.Humanoid:MoveTo(Pos) print(Pos) script.Parent.Humanoid.MoveToFinished:Wait() end print(Player) end
If you need anything leave a comment,