It was
Enemy.Humanoid:SetStateEnabled(Enum.HumanoidStateType.None, false)
It was
Enemy.Humanoid:SetStateEnabled(Enum.HumanoidStateType.None, false)
try rotating the spawn part 180 degrees so the enemeis dont have to turn around when they walk the path. It seems like they have a 50/50 chance of either turning left or right when they spawn which is whats causing them to be somewhat scattered.
They are supposed to be like that. They are path filled. Similar to TDS
I’m not sure I quite understand the issue? You want your enemies to look like this going down the path:
but not like this
I want them to be staggered rather then n a straight line.
They seem staggered to me? Could you show a simple example maybe of what you are trying to achieve?
Tower Defense Simulator. That’s the best example.
Similar yes. To where they stagger and fill the path rather then all be right by each other.
How often do you call the move method?
every time they spawn.
local success, err = pcall(function()
coroutine.wrap(EntityService.Move)(Enemy, EntityData)
end)
One idea I could say that might work is to do a magnitude check around each enemy and apply some external “force” on enemies that are too close to one another. Doing so will keep them spaced and staggered like you’re hoping for. You may have to do some extra checks so they dont go past the wall either.
how would i do that?
local workspace = game:GetService("Workspace")
local ServerStorage = game:GetService("ServerStorage")
local PhysicsService = game:GetService("PhysicsService")
local ServerScriptService = game:GetService("ServerScriptService")
local EntitiesFolder = ServerStorage:WaitForChild("Entities")
local EntityData = ServerScriptService:WaitForChild("Modules"):WaitForChild("EntityData")
local EntityService = {}
local MapName = nil
function EntityService.Move(Entity, EntityData)
if not EntityData.humanoid then
warn("Entity is missing Humanoid!")
return
end
if MapName then
local Map = workspace:FindFirstChild(MapName)
if Map then
local waypoints = Map:FindFirstChild("Waypoints")
if waypoints then
for i = 1, #waypoints:GetChildren() do
local position = Map["Waypoints"][i].Position
local spacing = EntityData.offsetSpacing/(i - 0.5)/1.35
local targetPosition = position + Vector3.new(EntityData.offset.X * math.random(-spacing,spacing),0,0)
EntityData.humanoid:MoveTo(targetPosition)
EntityData.humanoid.MoveToFinished:Wait()
end
Entity:Destroy()
else
warn("Waypoints don't exist!")
return "Waypoints don't exist!"
end
else
warn("Map does not exist!")
return "Map does not exist!"
end
end
end
function EntityService:Spawn(HordeData)
for i, v in pairs(HordeData["Entities"]) do
if EntitiesFolder:FindFirstChild(v) and EntityData:FindFirstChild(v) then
local DataModule = require(EntityData[v])
local Enemy = EntitiesFolder[v]:Clone()
local Health = DataModule.Health
local MaxHealth = DataModule.MaxHealth
local isBoss = DataModule.Boss
local walkSpeed = DataModule.Speed
local isStealth = DataModule.Stealth
print("Entity Name: " .. v)
print("Health: " .. tostring(Health))
print("Max Health: " .. tostring(MaxHealth))
print("Is Boss: " .. tostring(isBoss))
print("Walk Speed: " .. tostring(walkSpeed))
print("Is Stealth: " .. tostring(isStealth))
if MapName == nil then
for _, child in pairs(workspace:GetChildren()) do
if child:IsA("Folder") and child.Name ~= "Data" and child:FindFirstChild("Map") then
print("Found a Map folder: " .. child.Name)
MapName = child.Name
break
end
end
else
print("Map name is not nil!")
end
Enemy.Humanoid.WalkSpeed = walkSpeed
Enemy.Humanoid.MaxHealth = MaxHealth
Enemy.Humanoid.Health = Enemy.Humanoid.MaxHealth
Enemy:SetAttribute("Boss", isBoss)
Enemy:SetAttribute("Stealth", isStealth)
Enemy.Parent = game.Workspace.Data.Entities
local spacing = 1.25
local maxOffset = 1.25
local EntityData = {}
EntityData.data = DataModule
EntityData.humanoid = Enemy:WaitForChild("Humanoid")
EntityData.offset = CFrame.new((math.random(-maxOffset * 100, maxOffset * 100) / 100) * spacing, 0, 0)
EntityData.offsetSpacing = spacing
EntityData.offsetMaxOffset = maxOffset
Enemy.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Dead, false)
-- Enemy.Humanoid:SetStateEnabled(Enum.HumanoidStateType.None, false)
Enemy.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Flying, false)
Enemy.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Landed, false)
Enemy.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Seated, false)
Enemy.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, false)
Enemy.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Physics, false)
Enemy.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Ragdoll, false)
Enemy.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Climbing, false)
Enemy.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Swimming, false)
Enemy.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Freefall, false)
Enemy.Humanoid:SetStateEnabled(Enum.HumanoidStateType.GettingUp, false)
Enemy.Humanoid:SetStateEnabled(Enum.HumanoidStateType.FallingDown, false)
Enemy.Humanoid.NameDisplayDistance = 0
Enemy.Humanoid.HealthDisplayDistance = 0
Enemy.Humanoid.DisplayName = " "
Enemy.HumanoidRootPart.CFrame = game.Workspace[MapName].Start.CFrame * EntityData.offset-- game.Workspace.Map[map].Start.CFrame
local success, err = pcall(function()
for _, obj in pairs(Enemy:GetChildren()) do
if obj:IsA("Part") or obj:IsA("MeshPart") then
obj:SetNetworkOwner(nil)
obj.CollisionGroup = "Entity"
end
end
end)
if success then
print("Success!")
local success, err = pcall(function()
coroutine.wrap(EntityService.Move)(Enemy, EntityData)
end)
if success then
print()
else
warn("Error:", err)
end
else
warn("Nuh uh! Error mate:", err)
end
task.wait(HordeData["TimeBetween"])
else
print("Entity or Data not found for: " .. v)
end
end
end
return EntityService
whats the problem just to add wait before spawning another enemy
and instead of storing entityydata in a module just store it inisde the enitities itself
They just stagger pack into the straight line.
Are you still having issues with performance? If so I’d request you take a look at the microprofiler so we can get a better idea at what’s taxing everything.
As for ensuring zombies aren’t all in a straight line, you could add a horizontal offset value that gets +/-'d every time a zombie reaches a waypoint, that way instead of walking towards CFrame.new(10, 0, 0) they could be walking towards CFrame.new(10, 0, 0) * CFrame.new(horizontalOffset, 0, 0).
They’d still move roughly in the same place but with just enough subtle differences so that it looks more organic.
How can I do that? Referring to the movement I don’t understand entity movement as I don’t often deal with that. Let me get home and I’ll send you a photo