Are there any errors in the Output?
There are 0 errors in the Output
(character limit)
You didnât change any of the code, right?
Add some code underneath this:
-- Create our Path with SimplePath
local path = require(script.SimplePath).new(stranger, pathParams)
path.Error:Connect(function(ErrorType)
warn(`Could not pathfind: {ErrorType}`)
end)
Check the Output when you get to the same issue with the new code.
Change your attack
function:
local function attack(target)
local distance = (rootPart.Position - target.HumanoidRootPart.Position).Magnitude
if distance > 3 then
local targetPosition = target.HumanoidRootPart.Position
local success = path:Run(targetPosition)
if not success then
humanoid:MoveTo(targetPosition)
end
else
target.Humanoid.Health = 0
end
end
Iâm not entirely sure what could be causing it, but this should at least mean the NPC wonât freeze in itâs tracks if something goes wrong.
oh I know exactly what is causing it lol. I was just curious if you knew already. Robloxâs horrific navigational mesh systems not making any sense? Yup. Thatâs exactly it as always.
Navigational mesh trolling us so hard that this union has invisible parts connected to it(that came from nothing since the original didnât have this whatsoever), despite the fact the actual shape of the union is completely different.
Yeah Does changing the CollisionFidelity
change anything?
Yes that was the solution. FINALLY. I had to switch it from Default to PreciseConvexDecomposition. Completely removed the excess parts. Thank you so much. I can finally use simple path on a 3D map!! Yayy
Glad to have helped One last thing, when you set the CollisionFidelity
back to what it was at where the Navigation Mesh was broken, is there actually any invisible collision where it says there is, on the sides next to the walls?
None whatsoever. It doesnât just fix the pathfinding, it removes the distortion from the union
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