Scripting Helpers is winding down operations and is now read-only. More info→
Ad
Log in to vote
0

How to make NPCs walk by themselves?

Asked by 4 years ago

May I ask how could I make NPCs walk by themselves? I have seen Roblox Forums but it does not help.

0
Also, could you mark this as an answer please? I spent ages on it :D Agent_EpicNoob 71 — 4y
0
Thank you for spending so much time. I really appreciate it! SUPERMEGADANTHEMAN 33 — 4y

1 answer

Log in to vote
0
Answered by 4 years ago
Edited 4 years ago

[Before you start reading, Here's the model if you're too confused: https://web.roblox.com/library/5001846573/Walking-NPC Also, I took ages on this, please mark it as an asnwer PLZ!]

Step 1: Make a group named something like "Walking NPC"

Step 2: Insert 5 parts inside it, or as many points you would like the NPC to walk to. Then, insert a dummy into the model. Put whatever you like on it to make it look cool.

Step 3: Name the parts you inserted in, to: PointA, PointB, PointC, ect.

Step 4: Insert 2 scripts into the dummy, and name them "Animate" and "Walk"

Step 5: Insert this into the animate script:



function waitForChild(parent, childName) while true do local child = parent:findFirstChild(childName) if child then return child end parent.ChildAdded:wait() end end local Figure = script.Parent local Torso = waitForChild(Figure, "Torso") local RightShoulder = waitForChild(Torso, "Right Shoulder") local LeftShoulder = waitForChild(Torso, "Left Shoulder") local RightHip = waitForChild(Torso, "Right Hip") local LeftHip = waitForChild(Torso, "Left Hip") local Neck = waitForChild(Torso, "Neck") local Humanoid = waitForChild(Figure, "Humanoid") local pose = "Standing" local toolAnim = "None" local toolAnimTime = 0 local isSeated = false function onRunning(speed) if isSeated then return end if speed>0 then pose = "Running" else pose = "Standing" end end function onDied() pose = "Dead" end function onJumping() isSeated = false pose = "Jumping" end function onClimbing() pose = "Climbing" end function onGettingUp() pose = "GettingUp" end function onFreeFall() pose = "FreeFall" end function onFallingDown() pose = "FallingDown" end function onSeated() isSeated = true pose = "Seated" print("Seated") end function moveJump() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 3.14 LeftShoulder.DesiredAngle = -3.14 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function moveFreeFall() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 1 LeftShoulder.DesiredAngle = -1 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function moveClimb() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = -3.14 LeftShoulder.DesiredAngle = 3.14 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function moveSit() print("Move Sit") RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 RightShoulder.DesiredAngle = 3.14 /2 LeftShoulder.DesiredAngle = -3.14 /2 RightHip.DesiredAngle = 3.14 /2 LeftHip.DesiredAngle = -3.14 /2 end function getTool() kidTable = Figure:children() if (kidTable ~= nil) then numKids = #kidTable for i=1,numKids do if (kidTable[i].className == "Tool") then return kidTable[i] end end end return nil end function getToolAnim(tool) c = tool:children() for i=1,#c do if (c[i].Name == "toolanim" and c[i].className == "StringValue") then return c[i] end end return nil end function animateTool() if (toolAnim == "None") then RightShoulder.DesiredAngle = 1.57 return end if (toolAnim == "Slash") then RightShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 0 return end if (toolAnim == "Lunge") then RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightHip.MaxVelocity = 0.5 LeftHip.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 1.57 LeftShoulder.DesiredAngle = 1.0 RightHip.DesiredAngle = 1.57 LeftHip.DesiredAngle = 1.0 return end end function move(time) local amplitude local frequency if (pose == "Jumping") then moveJump() return end if (pose == "FreeFall") then moveFreeFall() return end if (pose == "Climbing") then moveClimb() return end if (pose == "Seated") then moveSit() return end RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 if (pose == "Running") then amplitude = 1 frequency = 9 else amplitude = 0.1 frequency = 1 end desiredAngle = amplitude * math.sin(time*frequency) RightShoulder.DesiredAngle = desiredAngle LeftShoulder.DesiredAngle = desiredAngle RightHip.DesiredAngle = -desiredAngle LeftHip.DesiredAngle = -desiredAngle local tool = getTool() if tool ~= nil then animStringValueObject = getToolAnim(tool) if animStringValueObject ~= nil then toolAnim = animStringValueObject.Value animStringValueObject.Parent = nil toolAnimTime = time + .3 end if time > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else toolAnim = "None" toolAnimTime = 0 end end Humanoid.Died:connect(onDied) Humanoid.Running:connect(onRunning) Humanoid.Jumping:connect(onJumping) Humanoid.Climbing:connect(onClimbing) Humanoid.GettingUp:connect(onGettingUp) Humanoid.FreeFalling:connect(onFreeFall) Humanoid.FallingDown:connect(onFallingDown) Humanoid.Seated:connect(onSeated) local nextTime = 0 local runService = game:service("RunService"); while Figure.Parent~=nil do time = runService.Stepped:wait() if time > nextTime then move(time) nextTime = time + 0.1 end end

Step 6: Insert this into the walk script:


model = script.Parent.Parent hum = script.Parent.Humanoid torso = script.Parent.Torso while true do if model.PointA ~= nil then a = model.PointA hum:MoveTo(a.Position, a) repeat wait(0.1) until (a.Position - torso.Position).magnitude <= 5 else print("No Point A.") end wait(0.1) if model.PointB ~= nil then b = model.PointB hum:MoveTo(b.Position, b) repeat wait(0.1) until (b.Position - torso.Position).magnitude <= 5 else print("No Point B.") end wait(0.1) if model.PointC ~= nil then c = model.PointC hum:MoveTo(c.Position, c) repeat wait(0.1) until (c.Position - torso.Position).magnitude <= 5 else print("No Point C.") end wait(0.1) if model.PointD ~= nil then d = model.PointD hum:MoveTo(d.Position, d) repeat wait(0.1) until (d.Position - torso.Position).magnitude <= 5 else print("No Point D.") end wait(0.1) if model.PointE ~= nil then e = model.PointE hum:MoveTo(e.Position, e) repeat wait(0.1) until (e.Position - torso.Position).magnitude <= 5 else print("No Point E.") end wait(0.1) end

Your done!

0
Thanks a lot! SUPERMEGADANTHEMAN 33 — 4y
Ad

Answer this question