The issue is that the humanoid is moving unsmoothly and idk why.
And i suspect this function (MovingTo) as it’s responsible for moving the character.
Invoking script
local ActionModule = require(script:WaitForChild("ActionModule"))
while wait() do
local PlayerTarget = workspace:WaitForChild("fgfbfrj")
ActionModule:SetNewStatus("MovingTo","Destination",PlayerTarget.PrimaryPart.Position)
end
Special data
local SpecialData = {
Destination = HumanoidRootPart.Position,
Target = nil,
FinishedPath = true,
Hiding = false,
Fighting = false,
ComputingPath = false,
Path = {
Status = Enum.PathStatus.NoPath,
NewPath = true,
Waypoints = {}
},
WalkIndex = 2,
}
There’s rest of the script
MovingTo = function()
if SpecialData.FinishedPath then
local FinishedMovement = false
coroutine.resume(coroutine.create(function()
SpecialData.FinishedPath = false
_CreatePath(HumanoidRootPart.Position,SpecialData.Destination)
local function IsInterrupted()
return MonitorModule:FindGrenade() or MonitorModule:CharacterDamaged()
end
local Path = SpecialData.Path.Waypoints
local Success = SpecialData.Path.Status
if Success == Enum.PathStatus.Success then
if SpecialData.Path.NewPath then
SpecialData.WalkIndex = 2
SpecialData.Path.NewPath = false
else
SpecialData.WalkIndex += 1
end
local WalkIndex = SpecialData.WalkIndex
local Connection = nil
local Destination = Path[WalkIndex].Position or HumanoidRootPart.Position
Humanoid:MoveTo(Destination)
Connection = Humanoid.MoveToFinished:Connect(function()
if not FinishedMovement then
FinishedMovement = true
end
Connection:Disconnect()
end)
while (wait() and not FinishedMovement) do
if IsInterrupted() then
FinishedMovement = true
end
end
end
print("finished")
SpecialData.FinishedPath = true
end))
end
end,
robloxapp-20211002-0901021.wmv (1.5 MB)