I just did this for my game:
if Goal and Humanoid:GetState() ~= Enum.HumanoidStateType.Climbing then
Path:Run(Goal)
end
I run my pathfinding in a loop, so if you don’t, then I’m not sure why your npc won’t climb
I just did this for my game:
if Goal and Humanoid:GetState() ~= Enum.HumanoidStateType.Climbing then
Path:Run(Goal)
end
I run my pathfinding in a loop, so if you don’t, then I’m not sure why your npc won’t climb
Is there a way to get the NPC to ignore parts? Also how do I make the NPC jump?
This is a very nice system to quickly get pathfinding NPCs that don’t need to constantly halt and “rethink” their path. However, an issue I have, is that NPCs using SimplePath have a tendency to run back-and-forth, my guess is that MoveToFinished sometimes doesn’t fire, causing the NPC to “overshoot” a node on an old path, but then MoveToFinished fires on the next point in the path, and then the old path updates, causing them to run back-and-forth between two paths. Is there any way I could go about resolving this?
I made another version of simple path, it reduces the stuttering by modifying the waypoints, maybe it will fix your problem
After giving this a try, I find that the NPCs are far too jittery and constantly “halt” and rethink their path, which is what I wanted to avoid. They also sometimes just seem to… randomly stop working alltogether and stop moving whatsoever, and just stand there, causing my game’s “stuck NPC detection” (usually for NPCs that get caught in a bind due to Roblox’s less than ideal navmesh generation) to kill them off. With SimplePath, I can stand at the end of the map and zombies will reach me, with NoobPath, unfortunately, they all get stuck and die before I see single one of them.