Alright, so I got a code for an NPC that will chase you and was supposed to get itself unstuck when it runs into a wall. However it just stays stuck forever. There aren't any errors. The NPC was supposed to get itself unstuck at line 91 and 92..
local figure = script.Parent
local humanoid = figure:WaitForChild("Humanoid")
local humanoidRootPart = figure:WaitForChild("HumanoidRootPart")
local waypoints = game.Workspace.Waypoints
local PathfindingService = game:GetService("PathfindingService")
figure.PrimaryPart:SetNetworkOwner(nil)
local function canSeeTarget(target)
local origin = figure.HumanoidRootPart.Position
local direction = (target.HumanoidRootPart.Position - figure.HumanoidRootPart.Position).unit * 40
local ray = Ray.new(origin, direction)
local hit, pos = workspace:FindPartOnRay(ray, figure)
if hit then
if hit:IsDescendantOf(target) then
return true
end
else
return false
end
end
local function findTarget()
local players = game.Players:GetPlayers()
local maxDistance = 40
local nearestTarget
for index, player in pairs(players) do
if player.Character then
local target = player.Character
local distance = (figure.HumanoidRootPart.Position - target.HumanoidRootPart.Position).Magnitude
if distance < maxDistance and canSeeTarget(target) then
nearestTarget = target
maxDistance = distance
end
end
end
return nearestTarget
end
function getPath(destination)
local pathParams = {
["AgentHeight"] = 5,
["AgentRadius"] = 3.5,
["AgentCanJump"] = true
}
local path = PathfindingService:CreatePath(pathParams)
path:ComputeAsync(humanoidRootPart.Position, destination.Position )
return path
end
local function attack(target)
local distance = (figure.HumanoidRootPart.Position - target.HumanoidRootPart.Position).Magnitude
if distance > 8 then
humanoid:MoveTo(target.HumanoidRootPart.Position)
else
--local attackAnim = humanoid:LoadAnimation(script.Attack)
--attackAnim:Play()
target.Humanoid.Health = 0
end
end
local function walkTo(destination)
local path = getPath(destination)
if path.Status == Enum.PathStatus.Success then
for index, waypoint in pairs(path:GetWaypoints()) do
if waypoint.Action == Enum.PathWaypointAction.Jump then
humanoid.Jump = true
end
local target = findTarget()
if target and target.Humanoid.Health > 0 then
print("TARGET FOUND", target.Name)
attack(target)
break
else
print("Moving to ", waypoint.Position)
humanoid:MoveTo(waypoint.Position)
humanoid.MoveToFinished:Wait()
end
end
else
print("STUCK LOL")
humanoid:MoveTo(destination.Position - (figure.HumanoidRootPart.CFrame.LookVector / 5))
humanoid.Jump = true
end
end
local function Patrol()
waypoints = game.Workspace:WaitForChild("Waypoints"):GetChildren()
local randomNum = math.random(1,#waypoints)
walkTo(waypoints[randomNum])
end
while wait(0.25) do
Patrol()
end

1 comment
On line 49, I set the radius as 3.5 hoping it would work. I know it's supposed to be 2 because it's the default R6 model.