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A problem getting a specific player from an NPC pathfinding script?

Asked by 2 years ago
Edited 2 years ago

So my Idea was to create a quest where you talk with a certain NPC and another one playing the role of a kidnapper starts running by using pathfinding. When the NPC arrives at the specific point it should cancel a quest. However I can’t seem to get the specific player doing the quest to get his quest cancelled and instead the game cancels everybody’s quest. No matter the quest type or name. I looked for solutions all over the DevHub, all possible dev forums, etc. and tried all solutions I could get my hands at but nothing seemed to work.

I can provide you with the pathfinding script of the kidnap NPC which is where the game detects when he arrives at the specific location. For further information about the quest module I use I will provide. Here is the Pathfinding script:

local PathfindingService = game:GetService("PathfindingService")
local RunService = game:GetService("RunService")
local Players = game.Players:GetPlayers()

local path = PathfindingService:CreatePath()

local npc = script.Parent
local humanoid = npc:WaitForChild("Humanoid")

local TEST_DESTINATION = game.Workspace.DEST.Position

local waypoints
local nextWaypointIndex
local reachedConnection
local blockedConnection

local questmodule = require(game.ServerScriptService.Quests.Kidnapper)


local function followPath(destination)
    local success, errorMessage = pcall(function()
        path:ComputeAsync(npc.PrimaryPart.Position, destination)
    end)

    if success and path.Status == Enum.PathStatus.Success then
        waypoints = path:GetWaypoints()
        npc.PrimaryPart:SetNetworkOwner(nil)

        blockedConnection = path.Blocked:Connect(function(blockedWaypointIndex)
            if blockedWaypointIndex >= nextWaypointIndex then
                blockedConnection:Disconnect()
                followPath(destination)
            end
        end)

        if not reachedConnection then
            reachedConnection = humanoid.MoveToFinished:Connect(function(reached)
                if reached and nextWaypointIndex < #waypoints then
                    nextWaypointIndex += 1
                    humanoid:MoveTo(waypoints[nextWaypointIndex].Position)
                else
                    for i, v in pairs(game.Players:GetPlayers()) do
                        questmodule.Cancel(v)
                    end
                    npc:Destroy()
                    reachedConnection:Disconnect()
                    blockedConnection:Disconnect()
                end
            end)
        end

        nextWaypointIndex = 2
        humanoid:MoveTo(waypoints[nextWaypointIndex].Position)
    else
        warn("Path not computed!", errorMessage)
    end
end

followPath(TEST_DESTINATION)
0
We need to see the Cancel Function of the Quest Module. Your error is probably in there. xXMadonXx 190 — 2y

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