Hello! So Its been a long time since I've talked about Pathfinding, so anyway, I decided to edit with the pathfinding I did and I found a random problem, basically for some whatever reason, the script would randomly stop working, meaning the NPC won't chase the player(s). However sometimes It does work, however It will randomly break and once It breaks It literally becomes Impossible for the NPC to chase the player(s) as Its pathfinding script just randomly broke
Note: The edit that I did was that I removed the NPC.Humanoid.MoveToFinish code so that way It can go chase players without having to go to the original player spot (For example, If the player moves lets say, 20 studs while the npc Is chasing them, the npc must need to go to there original spot so they can change locations)
Script:
local NPC = script.Parent
local PathfindingService = game:GetService('PathfindingService')
local Players = game:GetService("Players")
local player
game.Players.PlayerAdded:Connect(function(client)
player = client
end)
repeat wait() until player ~= nil
local path = PathfindingService:CreatePath()
while wait() do
local path = PathfindingService:CreatePath()
path:ComputeAsync(NPC.Torso.Position, player.Character.PrimaryPart.Position)
if path.Status == Enum.PathStatus.Success then
local Positions = path:GetWaypoints()
for i,v in pairs(Positions) do
local ball = Instance.new("Part", workspace)
ball.Position = v.Position
ball.Anchored = true
ball.CanCollide = false
ball.Size = Vector3.new(4,4,4)
ball.Transparency = 0
ball.Shape = Enum.PartType.Ball
NPC.Humanoid:MoveTo(ball.Position)
end
end
end
