I've been trying to figure out why this happens, but I just can't for the life of me figure it out. Local script:
local cam = workspace.CurrentCamera
local hum = workspace.FINSKMANN.Humanoid
local debounce = false
local function Chat(msg)
game.Chat:Chat(workspace.FINSKMANN.Head, msg, Enum.ChatColor.White)
end
game.ContextActionService:BindAction('Start', function()
game.Players.LocalPlayer.PlayerGui.ScreenGui:ClearAllChildren()
if not debounce then
debounce = true
cam.CameraType = 'Scriptable'
game:GetService('RunService').RenderStepped:Connect(function()
cam.CFrame = CFrame.new(workspace.CamPos.Position, workspace.CamRot.Position)
end)
wait(2)
Chat("Maybe it wasn't the best idea to go camping ALONE, especially here in the Cosaqiezsa forest...")
hum:MoveTo(Vector3.new(-4.5, 0, 8.5))
local prevTick = tick()
hum.MoveToFinished:Wait()
print(tick() - prevTick)
wait(2.25)
Chat('Whatever.. Surely it can not get that bad.')
end
end, false, 'g')
If I provide no input after I press G, 8 prints out (because the :MoveTo function times out after 8 seconds if humanoid has not yet reached provided Vector3). If I walk behind FINSKMANN (the character), then FINSKMANN moves.
I'm no ROBLOX physics expert, so any help is appreciated.

4 comments
Not sure if this is the issue, try using :MoveTo() on the character model instead of the humanoid.
Humanoid:MoveTo(waypoint.Position) Basically you need position and a waypoint to move at, I used waypoint cause it was my parts name to go to so yeah you have to do the same.
Just using vector3 functions like crap, that's your problem. Use a part to track where he goes.
I added a part and set that part's position to the same as the Vector3 value I used, and the same problem occoured.