Are you using the latest version of SimplePath?
now im using it and the same problem still occurs. the NPC is still trying to get to the Waypoints and also trying to get to the Player at the same time
Im not completely sure what you mean by trying to get to the Player and waypoints at the same time. Pathfinding is done by walking from one waypoint to the next, if the NPC is moving towards the player, it moves by walking to each of the waypoints.
alright so for example, the NPC is walking to random waypoints, and then a Player goes near the NPC while the NPC is going towards a waypoint. this is where the bug occurs: the NPC is trying to go to that waypoint but since a player is near its trying to go to the player AND the waypoint which causes it to keep turning back and forth
as you can see in the video, the npc is trying to get to a waypoint then i cut it off, so now its going for me AND the waypoint, which is why it keeps turning
(i posted the script im using in the post above)
I don’t think this is a bug with SimplePath. Looking at the behaviour in the video, Path:Run() is continuously being called for both the player and the other part simultaneously. I’ve glossed over your script and from what I can tell, the code that does pathfinding to the player is independent of the code that does pathfinding to the parts and this is probably whats causing that.
Hmm why not make it so that it checks if the player is within a certain range and pathfind to them and use a bool to make it so that the NPC doesnt even think of going back to the part. But once the player is out of range, it then switches the bool to false and goes back to any nearby station and goes to random one until it then finds the player again.
This is really nothing special I dont know why this is being recommended
We were all waiting for your opinion on a module you haven’t used and don’t understand the use case for, thank you.
That is wonderful news I’m soo happy
please publish on wally
Hey so like. I have this island terrian. And pretty much there are random parts placed around the map
when they spawn in they are just like this

How do i fix this
It seems the Path:Run() call from your script is returning false. Verify this by printing the return value to the output and if this is the case, you might want to consider enabling Show Navigation Mesh from studio settings to make sure all the parts are reachable.
Oop. I fixed it! sorry but yea there wasnt any nav mesh and there was a part like 9000 studs below. But i have another question. How do i make them climb ladders?
Climbing ladders is not currently supported by PathfindingService, but it may be coming soon using PathfindingLinks based on the info written at the bottom of the Pathfinding tutorial page.
Hello! Dropping by for a question. Is it possible to get a constructed path from a different script? I looked through the API but didn’t find what I needed. The enemy system I’m making currently uses a server script and a module script, and I can’t retrieve a path without constructing a new one.
Thank you.
Have you tried using a remote event?
Really cool module. Just had one strange thing. Was computing a path and realized that it’s trying to draw a path that quite literally goes through a wall?
You can notice that little red marker against the wall. Not sure if that’s pointing out that it’s blocked and needs to redirect or something else, but either way when it’s recomputing a path, it’s still drawing it through that wall.
I’ve been printing out the error type and it just gives me “ComputationError” and “LimitReached” every time it tries to recompute. Is this possibly a Roblox issue?
Does anyone else find this?
Yeah… i think this module is outdated and no longer be worked on
this module lacks many features as of the new pathfinding features and there is no way to even know if the npc has reached its destination
it’s not “outdated” because it literally uses the roblox pathfinding system underneath…all the pathfinding features are available to you while using this module in my experience. (i.e. material cost weighting, which i’m already using with this module) Climbing specifically might be tbd.
Arxk, that looks like it’s computing for a jump over the wall potentially? In my experience sometimes roblox’s pathfinding needs some help to avoid routes it thinks are navigable by placing some blocking material with a high “cost”.