Hello Developers!
As stated in the title, a clone of the player doesn’t follow anyone.
llocal Tool = script.Parent
local DrinkEvent = Tool:WaitForChild("Drinking")
--//Services\\--
local Plrs = game:GetService("Players")
local RS = game:GetService("ReplicatedStorage")
local Deb = game:GetService("Debris")
local PFS = game:GetService("PathfindingService")
local RunS = game:GetService("RunService")
--//Connections\\--
DrinkEvent.OnServerEvent:Connect(function(Plr)
local Character = Plr.Character or Plr.CharacterAdded:Wait()
Character.Archivable = true
local CharClone = Character:Clone()
CharClone.Parent = game.Workspace
Deb:AddItem(CharClone,5)
CharClone.Name = "The Totally Real "..Character.Name.."! Trust me, he's real."
CharClone.HumanoidRootPart.CFrame = CharClone.HumanoidRootPart.CFrame + Vector3.new(0, 0, -2)
local DeathClockTimer = 5
local function FindNearestEnemy()
local Enemies = {}
local Nearest = math.huge
local Target = nil
for _, Enemy in pairs(workspace:GetChildren()) do
if Enemy:IsA("Model") then
local Distance = (Enemy.PrimaryPart.Position - Character.PrimaryPart.Position)
if Distance.Magnitude < Nearest and Enemy.Name ~= Plr.Name then
table.insert(Enemies,{
Magnitude = Distance.Magnitude,
enemy = Enemy
})
end
end
end
for _, Entry in pairs(Enemies) do
local magntiude = Entry.Magnitude
local enemy = Entry.enemy
if magntiude < Nearest then
Nearest = magntiude
Target = enemy
end
end
return Target
end
RunS.Stepped:Connect(function()
local enemy = FindNearestEnemy()
local Destination = enemy.PrimaryPart.Position
local Beginning = Character.PrimaryPart.Position
local Path = PFS:CreatePath()
Path:ComputeAsync(Beginning,Destination)
if Path.Status == Enum.PathStatus.Success then
local Waypoints = Path:GetWaypoints()
if Waypoints and Waypoints[2] then
local Data = Waypoints[2]
CharClone.Humanoid:MoveTo(Data.Position)
end
end
end)
end)