This code worked while I was testing pathfinding before although has seemed to stop working, I have the NPC unanchored, and everything is printing correctly. When I go in test mode it will print success although it hasn’t even moved yet.
local Pathfindingservice = game:GetService("PathfindingService") local humanoid = script.Parent:WaitForChild("Humanoid") local torso = script.Parent:WaitForChild("UpperTorso") local Ready = script.Parent:WaitForChild("Ready") Ready.Changed:Connect(function() if Ready.Value == true then local line = workspace.Tills.Line.Q4.Occupied.Value == false wait() local PossibleTill = workspace.Tills.Points.Possible:GetChildren() local ChosenTill = PossibleTill[math.random(1,#PossibleTill)] print(ChosenTill.Name) ChosenTill.Occupied.Value = true print("Line 9") local path = Pathfindingservice:CreatePath() path:ComputeAsync(torso.Position, ChosenTill.Position) local waypoints = path:GetWaypoints() print("Line 23") if path.Status == Enum.PathStatus.Success then print("Success") for i, waypoint in pairs(waypoints) do if waypoint.Action == Enum.PathWaypointAction.Jump then humanoid:ChangeState(Enum.HumanoidStateType.Jumping) humanoid:MoveTo(waypoint.Position) humanoid.MoveToFinished:wait(2) end end end end end)
Are there any solutions which may help? The ChosenTill is a part inside the folder which is randomised everytime. And that also prints fine.