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# Why is my for in pairs() loop not running? (script includes pathfinding)

Hello. I am trying to use PathfindingService to create a path for an NPC to walk when a player touches a part. At line 45 of the code (the one that says for _, in pairs()) , the for loop doesn't run. I think that's the case since the print() statement at line 47 wasn't printed.

the script goes like so: when the player steps on "activate", the function(OnPartTouched) will run.

i've included which statements have been printed. this script is in starter character scripts and its a local script.

any idea why for in pairs() loop isn't running?

any help is appreciated!

my code is pasted below.

local PathFindingService = game:GetService("PathfindingService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local T1NPC1 = game.Workspace.T1NPC["1"].T1NPC1
local NPCHumanoid = T1NPC1.Humanoid
local Activate = game.Workspace.T1NPC["1"].Activate

local path = PathFindingService:CreatePath()

local CanMakePath = true

local function OnPartTouched(hit)

if CanMakePath == true then

CanMakePath = false

print("Function fired")--printed
local LocalPlayer = game.Players.LocalPlayer
local LocalPlayerCharacter = LocalPlayer.Character
local IsBattled = LocalPlayer.NPCsBattled.T1["1"].IsBattled

if IsBattled.Value == false and LocalPlayerCharacter and LocalPlayerCharacter:FindFirstChildOfClass("Humanoid")then

local PlayerHumanoid = LocalPlayerCharacter.Humanoid
PlayerHumanoid.WalkSpeed = 0
local CreatePart = Instance.new("Part")
CreatePart.Position = LocalPlayerCharacter.HumanoidRootPart.Position - Vector3.new(0,2.5,0)
CreatePart.Name = LocalPlayer.Name.."'sAlertPart" --this part has been created
CreatePart.Transparency,CreatePart.Anchored,CreatePart.CanCollide = 1,true,false
CreatePart.Parent = workspace
print(LocalPlayer.Name.." has created a part due to encountering an NPC")--printed

warn(tostring(LocalPlayer.Name.." is gonna create a part."))--warned/printed

path:ComputeAsync(T1NPC1.HumanoidRootPart.Position,CreatePart.Position)

print("the NPC gonna find a way to da player")--printed

local waypoints = path:GetWaypoints()

print("NPC got waypoints")--printed

for _, waypoint in pairs(waypoints) do

print("NPC will move") --this doesn't print, which means this for loop didn't fire at all
local WP = Instance.new("Part")
WP.Shape = "Ball"
WP.Material = "Neon"
WP.Size = Vector3.new(0.6, 0.6, 0.6)
WP.Position = waypoint.Position
WP.Anchored = true
WP.CanCollide = false
WP.Parent = game.Workspace

NPCHumanoid:MoveTo(waypoint.Position)
NPCHumanoid.MoveToFinished:Wait()

end

end

end

end

Activate.Touched:Connect(OnPartTouched)
--this script is inside startercharacterscripts and its a Localscript
--there are no error messages

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i forgot to mention that there is no error in the output Gmorcad12345 15 — 4d
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do print(unpack(waypoints)) before the loop mixgingengerina10 208 — 4d
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i've added it in, and it didn't print Gmorcad12345 15 — 4d
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does that mean that the script/pathfindingservice couldn't get any waypoints? Gmorcad12345 15 — 4d

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Elyzzia 1023
4 days ago
Edited 4 days ago

if PathfindingService isn't able to find a valid path between the starting and ending point, or if there's something intersecting the starting point or ending point, it won't create any waypoints

it's probably caused by the ending point being 2.5 studs below the player ((which is literally right next to the ground))

also, there's no reason to create a new part just to get its position, you can just use the HumanoidRootPart's position directly

also also, even if PathfindingService was able to create the waypoints, unless the client has network ownership over the npc for some reason or the npc was created on the client, they wouldn't be able to move it, so you'd have to move this to the server anyway

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there are no obstacles stopping the NPC and i've already edited to script so that its destination is the player's humanoidrootpart. however there are still no waypoints. could u help me? thx for your time Gmorcad12345 15 — 3d
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also i can't move the script to the server as I only want the local player to be able to see the npc move Gmorcad12345 15 — 3d
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my NPC is also parented to a folder in a workspace, just wondering if it affects the results Gmorcad12345 15 — 3d
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or is the reason of the problem becoz of the local script Gmorcad12345 15 — 3d