As of now, I've been using multiple scripts to deal with my cutscenes, and I'm quickly finding it's slowing things down. Let's say that, for instance, we had these lines --
game.Players.LocalPlayer.Character.Humanoid:MoveTo(Vector3.new(1, 2, 3))
-- wait until player reaches above point
game.Players.LocalPlayer.Character.Humanoid:MoveTo(Vector3.new(2, 2, 4))
The full script is inside of a LocalScript in a GUI inside of the player.
I can think of a couple things that might be able to make it multi-point:
Add a
wait(X)afterwards for the specific time to each point- I'm just worried that lag may effect the time taken. It would also be extremely time-consuming for each script.
Some sort of check between the
WalkToPointandTargetPointproperties.- The problem here is I have no idea if this would work, and have trouble trying to find out since there's so little documentation on both of these.
- I'd expect this would need to be used with an
iforrepeat until.
- I'd expect this would need to be used with an
- The problem here is I have no idea if this would work, and have trouble trying to find out since there's so little documentation on both of these.
I would like to avoid any use of a Touchedfunction with hit, since that will make the GUI method somewhat redundant and hard to use, make nil inputs a huge pain, et cetera.
Thank you for reading, and I hope to find a solution to the problem
EDITED --
local lplayer = game.Players.LocalPlayer.Character.Humanoid
lplayer:MoveTo(Vector3.new(-184.3, 751.101, 1.9)) print("Move1") -- Print displays
repeat wait() until game.Players.LocalPlayer.Character.Torso.Position == Vector3.new(-184.3, 751.101, 1.9)
lplayer:MoveTo(Vector3.new(-169.5, 751.101, 0.9)) print("Torso == 1") -- Print does NOT display
repeat wait() until game.Players.LocalPlayer.Character.Torso.Position == Vector3.new(-169.5, 751.101, 0.9)

3 comments
I'm still having some issues using this code. I've got the lines I'm currently working with now edited into the post. It's taking me to the first point, slightly changing direction, and keeps moving.
You didn't change the Vector3 on line 7 to the one on line 6.
Oh, I've not even bothered getting to that. Since I can't even get past the first wait(), I've kind of neglected that. I'll change that, but the code after the first wait() still fails to function.