- Where stuff is, (Make ur game R6 only)
So i have a NPC thats R6 ( its my avatar imported in r6 bascaily) and then i have RegionPart1 in workspace,for the RegionPart1 its fully transparent so u can see the region3, the regionpart is positioned in a way so it can detect u walking in it
The issue, So when i jump in the region3 it prints so many times compared to when i walk around in it
What i want fixed, I want it so it detects movement and doesnt print stuff so often
The script, V
---------------------
--Region
local RegionPart = game.Workspace.RegionPart1
local pos1 = RegionPart.Position - (RegionPart.Size / 2)
local pos2 = RegionPart.Position + (RegionPart.Size / 2)
local region = Region3.new(pos1, pos2)
local part = Instance.new("Part")
print(region.Size)
part.Anchored = false
part.Size = region.Size
part.Parent = game.Workspace
part.CanCollide = false
part.BrickColor = BrickColor.new("Really red")
part.Transparency = 0.7
part.Position = game.Workspace.RegionPart1.Position
part.Name = ("part")
local weld = Instance.new("Weld")
weld.Part0 = part
weld.Part1 = game.Workspace.RegionPart1
weld.Parent = part
--local RayCast = RaycastParams.new()
--RayCast.FilterDescendantsInstances = {
-- game.Workspace.RegionPart1,
-- game.Workspace.bily117AI
--}
--RayCast.FilterType = Enum.RaycastFilterType.Blacklist
--local RayCastResult = workspace:Raycast(part.Position, Vector3.new(25,0,0), RayCast)
--[[local raycastParams = RaycastParams.new()
raycastParams.FilterDescendantsInstances = {caster.Parent}
raycastParams.FilterType = Enum.RaycastFilterType.Blacklist
local raycastResult = workspace:Raycast(rayOrigin, rayDirection, raycastParams)--]]
local IgnoreList = {
--game.Workspace.RegionPart1,
--game.Workspace.bily117AI,
"Baseplate"
}
--[[while true do
wait(1)
local hit, position = game.Workspace:FindPartsInRegion3WithIgnoreList(region, IgnoreList, math.inf)--(region, {part, game.Workspace.bily117AI},100)--(RayCastResult, {part, game.Workspace.bily117AI})
if hit then
if hit.ClassName == "Part" then
print(hit.Name)
print("Raywas intersected another part!")
--print(hit.Name)
--print(hit.Name)
--print(hit.ClassName)
--hit:Destroy
--hit.BrickColor = BrickColor.new("Hot pink")
end
else
print("No part intercecting")
end
end--]]
part.Touched:Connect(function(hit)
while true do
wait(0.1)
--local hit, position = game.Workspace:FindPartsInRegion3WithIgnoreLis(region, game.Workspace.bily117AI:GetDescendants(), math.inf)
local HHuman = hit.Parent:FindFirstChild("Humanoid") or hit.Parent.Humanoid
if hit.Name == "Baseplate" then
return false
else
if hit.Name == game.Workspace.bily117AI then
return false
else
if hit.ClassName == "Part" then
print(hit.Name)
break
end
end
end
end
end)
--local target = nil
--local partt = game.Workspace:WaitForChild("part")
--[[partt.Touched:Connect(function(hit)
if hit.Parent and hit.Parent:FindFirstChild("Humanoid") then
print("Checkpoint 1")
local BAIC = game.Workspace:WaitForChild("bily117AI")
local BAICHR = BAIC:WaitForChild("HumanoidRootPart")
local BAICH = BAIC:WaitForChild("Humanoid")
local BAICT = BAIC:WaitForChild("Torso")
local switch = BAIC.Switch
switch = false
if BAIC.Switch == true then
end
print("Checkpoint 2")
wait(1)
local target = hit.Parent
local goal = Vector3.new(BAICHR.Position - target.Torso.Position).magnitude
print(goal)
local path = game:GetService("PathfindingService"):CreatePath()
path:ComputeAsync(BAICT.Position, Vector3.new(goal,goal,goal))
local waypoints = path:GetWaypoints()
if path.Status == Enum.PathStatus.Success then
for _, waypoint in pairs(waypoints) do
if waypoint.Action == Enum.PathWaypointAction.Jump then
BAICH.Jump = true
end
BAICH:MoveTo(waypoint.Position)
BAICH.MoveToFinished:Wait(2)
end
else
print("Path unsuccessful B")
wait(2)
end
end
end
end)--]]
discord is bily117#5405 if u need or want to dm me about it ( DMS ARE OPEN )

2 comments
bro what the
Oh my... there are over 60 lines of either code, comments, or unnecessary blank space that you did not need to include. Please try to make your questions as concise as possible..