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PathFindingService: Blocked Event for multiple AI NPCS?

Asked by 2 years ago

So I basically have a zombie script I plan to make a zombie script I mean

Buildings will be falling randomly in my game and I need to know if the path will be blocked or not. So I can recauclate it but

I dont understand do I use one event or what?

I don't understand the Path:CreatePath() also

do I only need to do only one :CreatePath() and

Use ComputeAsync for each different zombie since they willl be all going different ways?

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https://developer.roblox.com/en-us/articles/Pathfinding this might be of assistance RAFA1608 543 — 2y
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I read all of them but Im having trouble understanding the blocked event for multiple AI NPCS Overseer_Prince 188 — 2y
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Cause I need to take into account other zombies if the blocked event fires once for one zombie since I use only one :CreatePath Overseer_Prince 188 — 2y
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Unless you reccomend I use multiple :CreatePath() Overseer_Prince 188 — 2y
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i guess you should compute every blocked connection individually (since theres no realistic way you'd do it without some sort of masterscript of sorts) RAFA1608 543 — 2y
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Wouldn't that mean I would use different :CreatePath() function for every single zombie? Overseer_Prince 188 — 2y

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