so I have a tower defense game that I made, and it works really well up until around wave 30-40, where the towers attack like normal, but the mobs just slowly walk, if at all, and this makes the final waves kinda depressing since the boss just kinda sits near the start, barely moving.
Currently I’m using
for i, V in ipairs(waypoints) do
human:MoveTo(V.Position)
repeat task.wait() until (v:GetPivot().Position - V.Position).Magnitude < 6
end
to move along the waypoints, and I’ve found it more reliable then human:MoveToFinished, I’ve seen this bug in a few other tower defense games, like tower defense simulator when you have a bunch of military bases, it starts to slow down, and inevitably stops entirely.
I’m looking for a solution to this, I was thinking maybe not using human:MoveTo, but I’m not sure what I would do instead of it.
So if anyone has idea how to prevent the weird slowing down, please let me know 