hi im ctg i need help
rn im scripting pathfinding for my td game but it kinda werid
in server side not have any part* only model with attribute
code:
local function TweenEnemy()
local Path = PathfindingService:CreatePath({
["AgentRadius"] = 2,
["AgentHeight"] = 1,
})
Path:ComputeAsync(HumanoidRootPart, Map.Waypoint.End.Position)
for i, v in pairs(Path:GetWaypoints()) do
Rig:SetAttribute("PathfindingWaypoint", v.Position)
local Tween = TweenService:Create(Value3V, TweenInfo.new(GetTime(v), Enum.EasingStyle.Linear, Enum.EasingDirection.In, 0, false, 0), {Value = v.Position})
Tween:Play()
Tween.Completed:Wait()
end
end
1 Like
so long im not use pathfinding so i was relearn it like in 15 mins
1 Like
i dont think this is how tower defense games work , just make enemies walk towards brick and when they touch brick make them move towards next brick
2 Likes
i want make diffrient td, i want creative than make enemy just follow the path (kinda stupid bc no one waste time to follow the path)
btw here is enemy in server side
i dont think the enemies will walk on a different path anyways if all of the enemies are the same
i dont understand why you are trying to hard to make pathfinding , idk how to make pathfinding , but does your level change (moving parts that might change the path)
yes so wat? i can do that bc it the thing i want