So, i have a path finding AI that can attack an enemy if the enemy is close enough. When attacking an enemy, my AI uses Path finding so he can avoid obstacles. But there's a problem. When my AI is going to attack his enemy, he constantly walks back and forwards. Help?
NOTE:It's at MoveToEnemy()
function (line 130-145) were my AI starts chasing the enemy.
------------- --Variables-- ------------- local TC = nil TC = script.Parent.Configuration.TeamColor.Value --local pointModel = Instance.new("Model",game.Workspace) local humanoid = script.Parent.Humanoid ------------- --Functions-- ------------- --Finds the closest Enemy function findClosestEnemy() --Variables local p = game.Players:GetChildren() local closestEnemy = nil local maxDistace = 50 --Add NPCS to the players table for _, v in pairs (script.Parent.Parent:GetChildren()) do if v.Name == "Noob" or v.Name == "Guest" then table.insert(p,v) end end for _,player in pairs (p) do --If "player" classname is a player then if player.ClassName == "Player" then if player.TeamColor ~= BrickColor.new(script.Parent.Configuration.TeamColor.Value) then local char = player.Character if char ~= nil then humanoid = char:findFirstChild("Humanoid") if humanoid and humanoid.Health>0 then if closestEnemy == nil then closestEnemy = char else local NCEMag = (char.Torso.Position - script.Parent.Torso.Position).magnitude local CEMag = (closestEnemy.Torso.Position - script.Parent.Torso.Position).magnitude if NCEMag<CEMag then closestEnemy = char end end end end end --If "player" classname is not a player then else if player ~= nil then if player.Configuration.TeamColor ~= script.Parent.Configuration.TeamColor then humanoid = player:findFirstChild("Humanoid") if humanoid and humanoid.Health>0 then if closestEnemy == nil then closestEnemy = player else local NCEMag = (player.Torso.Position - script.Parent.Torso.Position).magnitude local CEMag = (closestEnemy.Torso.Position - script.Parent.Torso.Position).magnitude if NCEMag<CEMag then closestEnemy = player end end end end end end end return closestEnemy end --Finds the closest Enemy SpawnPoint function findClosestEnemySpawnpoint() local SpawnsContainer = script.Parent.Parent:GetChildren() local closestSpawnPoint = nil for _, spawn in pairs (SpawnsContainer) do if spawn.ClassName == "SpawnLocation" then if spawn.TeamColor ~= TC then if closestSpawnPoint == nil then closestSpawnPoint = spawn else local NSPMag = (spawn.Position - script.Parent.Torso.Position).magnitude local CSPMag = (closestSpawnPoint.Position - script.Parent.Torso.Position).magnitude if NSPMag < CSPMag then closestSpawnPoint = spawn end end end end end return closestSpawnPoint end --Visualizes the path (only for testing) function visualizePath(path) -- clear old path visualization for _, point in pairs(pointModel:GetChildren()) do point:Destroy() end -- calculate new visualization for _, point in pairs(path) do local part = Instance.new("Part") part.Parent = pointModel part.FormFactor = Enum.FormFactor.Custom part.Size = Vector3.new(1,1,1) part.Position = point part.Anchored = true part.CanCollide = false end end --Move to SpawnPoint function MoveToSpawnPoint(s) local PF = game:GetService("PathfindingService"):ComputeRawPathAsync(script.Parent.Torso.Position,s.Position,512) local points = PF:GetPointCoordinates() local closestPoint = nil --visualizePath(points) for i = 1,#points/2 do wait(0.1) if points[i*2] ~= nil then humanoid:MoveTo(points[i*2]) end if (script.Parent.Torso.Position-s.Position).magnitude <3 then humanoid:MoveTo(s.Position,s) end end end --Move to Enemy function MoveToEnemy(e) local PF = game:GetService("PathfindingService"):ComputeRawPathAsync(script.Parent.Torso.Position,e.Torso.Position,512) local points = PF:GetPointCoordinates() local closestPoint = nil --visualizePath(points) for i = 1,#points/2 do wait(0.1) if (script.Parent.Torso.Position-e.Torso.Position).magnitude > 3 and points[i*2] ~= nil then humanoid:MoveTo(points[i*2]) else humanoid:MoveTo(e.Torso.Position,e.Torso) end end end ------------- --Task Area-- ------------- while wait(0.1) do --Finds if there is any enemy close local Enemy = findClosestEnemy() if Enemy~= nil then MoveToEnemy(Enemy) --If theres not any enemy close, then go to the spawn points else local Spawn = findClosestEnemySpawnpoint() MoveToSpawnPoint(Spawn) end end