What I intend for this code is for the pathfinding to go away from the chosen position, and it does work, to an extent. However, it seems that after the original position is calculated, the pathfinding attempts to get closer instead of going away?
Here is my code:
while status.value == "Run" do -- Run away from this position local path = PathfindingService:CreatePath({AgentRadius = 5}) path.Blocked:Connect(function() print("Break!") breakPath = true end) path:ComputeAsync(dummy.Torso.Position, -finish.Position) if path.Status == Enum.PathStatus.Success then breakPath = false local waypoints = path:GetWaypoints() local wastedTime = 0 for _, waypoint in pairs(waypoints) do repeat local distance = (dummy.Torso.Position + waypoint.Position).magnitude if(waypoint.Action == Enum.PathWaypointAction.Jump) then humaoid.Jump = true end wastedTime = wastedTime + 1 if breakPath == true then break end humaoid:MoveTo(waypoint.Position) wait() until (dummy.Torso.Position - waypoint.Position).magnitude > 1 or breakPath == true or wastedTime >= 75 end end end
Here's a gif of what I'm trying to say
Any help would be appreciated.