Smarter Ai help

how would i make it where once you turn the corner from the ai he is still gonna be chasing you until you lost him for 5 seconds, the ai i have rn right once u turn a corner/it looses sight of you it will not go after you im trying to make it more realistic where he still chases you for 5 seconds after turning a corner

local humanoid = teddy.Humanoid
teddy.PrimaryPart:SetNetworkOwner(nil)

local function canSeeTarget(target)
	local origin = teddy.HumanoidRootPart.Position
	local direction = (target.HumanoidRootPart.Position - teddy.HumanoidRootPart.Position).unit * 600
	local ray = Ray.new(origin, direction)
	
	local hit, pos = workspace:FindPartOnRay(ray, teddy)
	
	
	if hit then
		if hit:IsDescendantOf(target) then
			return true
		end
	else
		return false
	end
end

local function findTarget()
	local players = game.Players:GetPlayers()
	local maxDistance = 600
	local nearestTarget
	
	for index, player in pairs(players) do
		if player.Character then
			local target = player.Character
			local distance = (teddy.HumanoidRootPart.Position - target.HumanoidRootPart.Position).Magnitude
			
			if distance < maxDistance and canSeeTarget(target) then
				nearestTarget = target
				maxDistance = distance
			end
		end
	end
	
	return nearestTarget
end

local function getPath(destination)
	local PathfindingService = game:GetService("PathfindingService")
	
	local pathParams = {
		["AgentHeight"] = 15,
		["AgentRadius"] = 4,
		["AgentCanJump"] = false
	}
	
	local path = PathfindingService:CreatePath(pathParams)
	
	path:ComputeAsync(teddy.HumanoidRootPart.Position, destination.Position)
	
	return path
end

local function attack(target)
	local distance = (teddy.HumanoidRootPart.Position - target.HumanoidRootPart.Position).Magnitude

	if distance > 4.6 then
		humanoid:MoveTo(target.HumanoidRootPart.Position)
	else
		local attackAnim = humanoid:LoadAnimation(script.Attack)
		attackAnim:Play()
		target.Humanoid.Health = 0
	end
end

local function walkTo(destination)
	
	local path = getPath(destination)
	
	if path.Status == Enum.PathStatus.Success then
		for index, waypoint in pairs(path:GetWaypoints()) do
			local target = findTarget()
			if target and target.Humanoid.Health > 0 then
				print("TARGET FOUND", target.Name)
				attack(target)
				break
			else
				print("Moving to ", waypoint.Position)
				humanoid:MoveTo(waypoint.Position)
				humanoid.MoveToFinished:Wait()
			end
		end
	else
		humanoid:MoveTo(destination.Position - (teddy.HumanoidRootPart.CFrame.LookVector * 10))
	end
end

function patrol()
	local waypoints = workspace.waypoints:GetChildren()
	local randomNum = math.random(1, #waypoints)
	walkTo(waypoints[randomNum])
end

while wait(0.1) do
	patrol()
end

What I currently have (despite not using pathfinding right now), basically uses a while loop for execution. I have a numerical value set to 0 that will trigger inside of aforementioned loop, and tick up each second. Once this value is equal to say 5, I clear the target and cancel the current MoveTo.

I don’t know scripting so I’m gonna say this in English.

After the part where it says “When player isn’t seen, stop” put a “wait 5 seconds” between the “when player isn’t seen” and the “stop”.

I hope this doesn’t sound like gibberish. If it worked then your welcome!

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