while true do
path = game:GetService('PathfindingService'):ComputeRawPathAsync(game.Workspace.SkullHollow.Torso.Position,game.Workspace.finish.Position,200)
points = path:GetPointCoordinates()
for p = 1,#points do
part = Instance.new('Part')
part.FormFactor = Enum.FormFactor.Symmetric
part.CanCollide = false
part.Size = Vector3.new(1,1,1)
part.Position = points[p]
part.Anchored = true
part.Parent = game.Workspace.Points
end
wait(.1)
game.Workspace.SkullHollow.Humanoid:MoveTo(game.Workspace.finish.Position)
end
COMMUNITY QUESTION
why doesnt my humanoid follow the path made by pathfindingservice?
1 answer
Because your ordering the humanoid to move to the position of the 'finish' spot! Rather than the current iteration in the pathfinding table.
--Define this up here just to clean up the code
local pathfinding = game:GetService("PathfindingService")
--since you use these multiple times, define a variable for ease of use.
local skhollow = workspace.SkullHollow
local finish = workspace.finish
while wait(.1) do
--Clean this up a bit
local path = pathfinding:ComputeRawPathAsync(
skhollowTorso.Position,finish.Position,200
)
local points = path:GetPointCoordinates()
for p = 1,#points do
part = Instance.new('Part',workspace.Points)
part.FormFactor = Enum.FormFactor.Symmetric
part.CanCollide = false
part.Size = Vector3.new(1,1,1)
part.Position = points[p]
part.Anchored = true
--Move it to the current iteration in the pathfinding table.
skhollow.Humanoid:MoveTo(points[p])
end
end
Note: with the excessive spawning of parts, it will soon start to clutter your workspace. You may want to delete the parts using the Destroy function
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