Im making it so whenever this AI sees me it will start to chase me and there is to scripts im using for this 1. Making him walk around randomly this isnt the script getting the error
----------------- --Walking Randomly AI local human = script.Parent:WaitForChild("Humanoid") local torso = script.Parent:WaitForChild("Torso") local clone = script.Parent:Clone() --[[local pathArgs = { ["AgentHeight"] = 5, ["AgentRaidus"] = 2, ["AgentCanJump"] = true }--]] function move() local randX = math.random(-20,20) local randZ = math.random(-20,20) local goal = torso.Position + Vector3.new(randX,0,randZ) local path = game:GetService("PathfindingService"):CreatePath() path:ComputeAsync(torso.Position, 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 human.Jump = true end human:MoveTo(waypoint.Position) human.MoveToFinished:Wait(2) end else print("Path unsuccessful B") wait(2) end end human.Died:Connect(function() wait(5) clone.Parent = workspace game:GetService("Debris"):AddItem(script.Parent,0.1) end) local BAIC = game.Workspace.bily117AI while wait(3) do if BAIC.Switch == false then break end move() end
and then 2. The region3 script that im making so when a player touches it the AI will chase them and this is the script with the error
--------------------- --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") 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 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 BAICH = BAIC:WaitForChild("Humanoid") local BAICT = BAIC:WaitForChild("Torso") local switch = BAIC:FindFirstChild("Switch") switch = false while true do wait(1) if BAIC.Switch == true then break end print("Checkpoint 2") local Humanoid = hit.Parent local goal = (BAICT.Position - Humanoid.Torso.Position).magnitude print(goal) local path = game:GetService("PathfindingService"):CreatePath() path:ComputeAsync(BAICT.Position, goal) local waypoints = path:WayPoints() 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)
awnser asap if u can, my discord is bily117#5405 if u wanna dm me about it