Why does npc jump when it uses simplepath module

so for my npc pathfinding script, the npc starts off without pathfinding, and when it touches the part then it will use pathfinding but for some reason the npc starts jumping. can someone tell me how to fix it please?

ai testing.rbxl (105.6 KB)

note: the main script is in serverscriptservice and i am using simplepath module which is in serverstorage

This should answer it:

Here’s the link to Roblox’s docs on Pathfinding I mentioned in the video: https://create.roblox.com/docs/reference/engine/classes/PathfindingService


In short, the default is to have jumping enabled/true. You need to set the jumping ability to false by adding the table of arguments and defining them. Hope that all makes sense. Sorry for the background noise and poopy mic. :sweat_smile:

yeah but the thing is that when i disable jump, the npc’s walking animations keeps stopping

Could you try playing a walking animation on the NPC when a path is created, and then stopping it when the path ends? (or also if a checkpoint fails too ig)

idk how to fix npc walking animation when it uses pathfinding. you can see animation plays again after the path has been created


ai testing anim.rbxl (105.6 KB)

testing animation not working.rbxl (105.8 KB)

I’ve fixed the animation stopping issue by adding a check after a path stops and begins:
image

No animations were working for me at first, I think because I didn’t have permission to use the Animation. After I changed the runAnim’s AnimationId to Roblox’s public run animation, the animation worked perfectly fine (as seen in the video).


In the repro file I attach in this post, I also comment out chatting logic as that was erroring. Feel free to uncomment that (sorry for not using block comment):

lets goo i fixed it by using noobpath module!

idk why npc the npc goes through wall but i can fix that