I want to create a crime game where if you commit a crime wanted is a boolvalue and it is in the humanoid. Wanted only activate if you commit a crime. When the police officers are spawned on the same area they attack each other, how can I stop this they kept on following each other if not they will follow me and I just want them to follow me without changing the humanoid name to something else cause I make a lot of weapons that involved players humanoid and that's a lot of work to do.
local larm = script.Parent:FindFirstChild("Left Arm") local rarm = script.Parent:FindFirstChild("Right Arm") function findNearestTorso(pos) local list = game.Workspace:children() local torso = nil local dist = script.Distance.Value local temp = nil local human = nil local temp2 = nil for x = 1, #list do temp2 = list[x] if (temp2.className == "Model") and (temp2 ~= script.Parent) then temp = temp2:findFirstChild("Torso") human = temp2:findFirstChild("Humanoid") if (temp ~= nil) and (human ~= nil) and (human.Health > 0) then if (temp.Position - pos).magnitude < dist then torso = temp dist = (temp.Position - pos).magnitude end end end end return torso end while true do wait(0.1) local target = findNearestTorso(script.Parent.Torso.Position) for i,v in ipairs(game.Workspace:GetChildren()) do if v:findFirstChild("Humanoid") then if v.Humanoid:findFirstChild("wanted") then if v.Humanoid.wanted.Value == true then if target ~= nil and v.Humanoid.wanted.Value == true then script.Parent.Humanoid:MoveTo(target.Position, target) else end end end end end end
You appear to be trying to find a suitable target 2x! First when you call "findNearestTorso" (which needs to have code added to determine whether a model is a fellow police officer or not - ex, you could add a Folder/BoolValue/whatever with the name "PoliceOfficer" to police officer NPCs so that your script can tell difference), then again in lines 30+. The if
checks on lines 32-33 should be moved to findNearestTorso
and then the for loop on line 30 removed (keeping lines 34-35).