I'm using the stock enemy npc and related scripts by xBattleBear.
I've successfully tweaked the scripts to my liking a few times, and now I'm trying to make the npc jump if it's moving slower than it should be, to get over obstacles.
I have two scripts - one for jumping, and one for following.
I've written this jump script myself - It works for around 5 seconds, and then the npc just starts jumping into the sky.
script.Parent.Humanoid.Running:Connect(function(speed)
while true do
wait(2)
if speed < 2 and #script.Parent.follow:GetChildren() > 0 then
wait(2)
script.Parent.Humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
end
end
end)
And this is the following script I've worked to how I want. I have a part created so that the jumping script knows when to fire, because if I don't have some sort of check, the npc jumps like a madman.
function findNearestTorso(pos)
local list = game.Workspace:children()
local torso = nil
local dist = 50
local temp = nil
local human = nil
local temp2 = nil
for x = 1, #list do
temp2 = list[x]
if (temp2.className == "Model") and (temp2 ~= script.Parent) and (temp2.Name ~= "Enemy") then
temp = temp2:findFirstChild("Torso")
human = temp2:findFirstChild("Humanoid")
if (temp ~= nil) and (human ~= nil) and (human.Health > 0) then
if (temp.Position - pos).magnitude < dist then
torso = temp
dist = (temp.Position - pos).magnitude
end
end
end
end
return torso
end
--wait(math.random(0,5)/10)
while true do
wait(0.5)
local target = findNearestTorso(script.Parent.Torso.Position)
if target ~= nil then
identifier = Instance.new("Part")
identifier.Anchored = true
identifier.CanCollide = false
identifier.Transparency = 1
identifier.Parent = script
script.Parent.Humanoid:MoveTo(target.Position, target)
script.Parent.Humanoid.Part = nil
end
end
I also tried putting a "speed < 10 and speed > 0" in place of speed < 2 and #script.Parent.follow:GetChildren() > 0, but then the npc won't jump if it isn't moving, which can be the case if a player uses a higher point correctly.

1 comment
Make a check if its touching the ground before enabling the jump property. If you enable the jump property in midair, it jumps again in midair.