As you guys know,I wanna make a piggy game called Caty[Alpha]
The AI script:
local bot = script.Parent
local players = game.Players:GetPlayers()
local function killTarget()
local attack = bot.Humanoid:LoadAnimation(script.attackAnim)
local jumpscare = script.attackSound
for index, player in pairs(players) do
local character = player.Character
local distance = (bot.HumanoidRootPart.Position - character.HumanoidRootPart.Position)
if distance < 2 then
if character then
bot.HumanoidRootPart.Anchored = true
character.HumanoidRootPart.Anchored = true
jumpscare:Play()
attack:Play()
attack.Stopped:Wait(0.3)
bot.HumanoidRootPart.Anchored = false
character.HumanoidRootPart.Anchored = false
end
end
end
end
local function pathSystem()
for index, player in pairs(players) do
local character = player.Character
local pfs = game:GetService("PathfindingService")
local path = pfs:CreatePath()
path:ComputeAsync(bot.HumanoidRootPart.Position, character.HumanoidRootPart.Position)
return path
end
end
local function followTarget()
for index, player in pairs(players) do
local character = player.Character
local path = pathSystem()
for index, waypoint in pairs(path:GetWaypoints()) do
local distance = (bot.HumanoidRootPart.Position - character.HumanoidRootPart.Position)
if distance < 100000 then
bot.Humanoid:MoveTo(character.HumanoidRootPart.Position)
print("Target:" .. character.Name)
killTarget()
end
end
end
end
while wait(0.5) do
followTarget()
Make sure the model is not anchored and copy the script below I created for you.
local bot = script.Parent
local attack = bot.Humanoid:LoadAnimation(script.attackAnim)
local jumpscare = script:WaitForChild("attackSound")
local Distance,PathBreakerDistance,AttackDistance = math.huge, 30, 5 --PathBreakerDistance is to prevent the NPC from having choppy movements when approaching it's target
local function killTarget(target)
if target and target:FindFirstChild("Humanoid") and target.Humanoid.Health > 0 then
bot.HumanoidRootPart.Anchored = true
target.HumanoidRootPart.Anchored = true
jumpscare:Play()
attack:Play()
attack.Stopped:Wait(0.3)
bot.HumanoidRootPart.Anchored = false
target.HumanoidRootPart.Anchored = false
end
end
local function findTarget()
local target = nil
local dist = Distance or 100
for index, player in pairs(game:GetService("Players"):GetPlayers()) do
local character = player.Character
if character and character:FindFirstChild("HumanoidRootPart") then
if (bot.HumanoidRootPart.Position - character.HumanoidRootPart.Position).Magnitude <= dist then
dist = (bot.HumanoidRootPart.Position - character.HumanoidRootPart.Position).Magnitude
target = character
end
end
end
return target
end
local function followTarget()
local function attackTarget(target)
if (bot.HumanoidRootPart.Position - target.HumanoidRootPart.Position).Magnitude <= AttackDistance then
print("Target:" .. target.Name)
killTarget(target)
return true
end
return false
end
local target = findTarget()
if target then
if (bot.HumanoidRootPart.Position - target.HumanoidRootPart.Position).Magnitude > PathBreakerDistance then
local path = game:GetService("PathfindingService"):CreatePath()
path:ComputeAsync(bot.HumanoidRootPart.Position, target.HumanoidRootPart.Position)
local waypoints = path:GetWaypoints()
if path.Status == Enum.PathStatus.Success then
for index, waypoint in ipairs(waypoints) do
bot.Humanoid:MoveTo(waypoint.Position)
if (bot.HumanoidRootPart.Position - target.HumanoidRootPart.Position).Magnitude <= PathBreakerDistance then break end
if attackTarget(target) then break end
local TimeOut = bot.Humanoid.MoveToFinished:Wait()
if not TimeOut then
bot.Humanoid.Jump = true
followTarget()
end
end
end
else
bot.Humanoid:MoveTo(target.HumanoidRootPart.Position)
attackTarget(target)
end
end
end
while wait() do
followTarget()
end
18:09:53.340 Workspace.NPCs.Bot.aiScript:41: Script timeout: exhausted allowed execution time - Server - aiScript:27
18:09:53.341 Stack Begin - Studio
18:09:53.342 Script 'Workspace.NPCs.Bot.aiScript', Line 27 - function findTarget - Studio - aiScript:27
18:09:53.343 Script 'Workspace.NPCs.Bot.aiScript', Line 41 - Studio - aiScript:41
18:09:53.345 Stack End - Studio
local teddy = script.Parent
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 * 40
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 = 40
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 > 8 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(0.25) do
patrol()
end
This script is from @GnomeCode but the problem is,the aiscript from GnomeCode is needed a pathPart. I wanna make the npc follow player without pathpart and i also want the npc cant go trough wall but ignore the door.