Scripting Helpers is winding down operations and is now read-only. More info→
Ad
Log in to vote
1

PathfindingService not recognizing jumps?

Asked by 6 years ago

I am trying to make a pathfinding zombie, but it doesn't handle jumps very well. The new FindPathAsync I know for sure can do jumps, but I can't figure out how to use it, so I'm using getRawPathASync.

Heres a link to a photo: https://totallypalehideout.tumblr.com/image/174606148248

And heres my code:

wait(3)
local pathfindService = game:GetService("PathfindingService")
local PlayerService = game:GetService("Players")
local localCharacter = script.Parent
local start = localCharacter.Torso
local PointModel = Instance.new("Model")
PointModel.Parent = game.Workspace
PointModel.Name = "Points"
pointModel = game.Workspace.Points

local function FindClosestPlayer(inRange)
    local playerDistance, closestPlayer = inRange
    for _, player in pairs(PlayerService:GetPlayers()) do
        local character = player.Character
        local blip = character:FindFirstChild("HumanoidRootPart")
        if blip and character.Parent and character ~= localCharacter then
            local blipDist = (start.Position - blip.Position).Magnitude
            if blipDist <= inRange and blipDist < playerDistance then
                playerDistance, closestPlayer = blipDist, player
            end
        end
    end
    return closestPlayer, playerDistance
end


while true do
    chosenPlayer = FindClosestPlayer(10000)
    if chosenPlayer then
        if chosenPlayer.Character.Humanoid.Health ~= 0 then
            local path = pathfindService:ComputeRawPathAsync(start.Position, chosenPlayer.Character.LowerTorso.Position, 10000)
            local points = path:GetPointCoordinates()

            if points[6] then
                part = Instance.new("Part")
                part.FormFactor = Enum.FormFactor.Custom
                part.Size = Vector3.new(1, 1, 1)
                part.Transparency = 1
                part.Position = points[6]
                part.Anchored = true
                part.CanCollide = false
                part.Parent = pointModel
            elseif points[5] then
                part = Instance.new("Part")
                part.FormFactor = Enum.FormFactor.Custom
                part.Size = Vector3.new(1, 1, 1)
                part.Transparency = 1
                part.Position = points[5]
                part.Anchored = true
                part.CanCollide = false
                part.Parent = pointModel
            elseif points[4] then
                part = Instance.new("Part")
                part.FormFactor = Enum.FormFactor.Custom
                part.Size = Vector3.new(1, 1, 1)
                part.Transparency = 1
                part.Position = points[4]
                part.Anchored = true
                part.CanCollide = false
                part.Parent = pointModel
            elseif points[3] then
                part = Instance.new("Part")
                part.FormFactor = Enum.FormFactor.Custom
                part.Size = Vector3.new(1, 1, 1)
                part.Transparency = 1
                part.Position = points[3]
                part.Anchored = true
                part.CanCollide = false
                part.Parent = pointModel
            elseif points[2] then
                part = Instance.new("Part")
                part.FormFactor = Enum.FormFactor.Custom
                part.Size = Vector3.new(1, 1, 1)
                part.Transparency = 1
                part.Position = points[2]
                part.Anchored = true
                part.CanCollide = false
                part.Parent = pointModel
            elseif points[1] then
                part = Instance.new("Part")
                part.FormFactor = Enum.FormFactor.Custom
                part.Size = Vector3.new(1, 1, 1)
                part.Transparency = 1
                part.Position = points[1]
                part.Anchored = true
                part.CanCollide = false
                part.Parent = pointModel
            end

            if part then
                script.Parent.Humanoid:MoveTo(part.Position)
                script.Parent.Humanoid.MoveToFinished:Wait()
            end

            pointModel:ClearAllChildren()
        end
    end
end



1 answer

Log in to vote
0
Answered by
PlaasBoer 275 Moderation Voter
6 years ago

Okay so I figured it out so ComputeRawPathAsync() function is deprecated You can read more on that here https://wiki.roblox.com/index.php?title=API:Class/PathfindingService/ComputeRawPathAsync

And I replaced GetPointCoordinates() function with GetWaypoints() Read more on that https://wiki.roblox.com/index.php?title=API:Class/Path/GetWaypoints

I removed some code. It not perfect but works.

wait(3)

local localCharacter = script.Parent
local start

--This check what type of rig you are using R15 or R16
if localCharacter.Humanoid.RigType == Enum.HumanoidRigType.R15 then
    start = localCharacter.UpperTorso
else
    start = localCharacter.Torso
end 

local pathfindService = game:GetService("PathfindingService")
local PlayerService = game:GetService("Players")

local function FindClosestPlayer(inRange)
    local playerDistance, closestPlayer = inRange
    for _, player in pairs(PlayerService:GetPlayers()) do
        local character = player.Character
        local blip = character:FindFirstChild("HumanoidRootPart")
        if blip and character.Parent and character ~= localCharacter then
            local blipDist = (start.Position - blip.Position).Magnitude
            if blipDist <= inRange and blipDist < playerDistance then
                playerDistance, closestPlayer = blipDist, player
            end
        end
    end
    return closestPlayer, playerDistance
end


while true do
    chosenPlayer = FindClosestPlayer(10000)
    if chosenPlayer then
        if chosenPlayer.Character.Humanoid.Health ~= 0 then
            local path = pathfindService:FindPathAsync(start.Position, chosenPlayer.Character.LowerTorso.Position, 10000)
            local points = path:GetWaypoints()
            for a = 1,#points do
                if points[a].Action == Enum.PathWaypointAction.Jump then
                    script.Parent.Humanoid.Jump = true
                    script.Parent.Humanoid:MoveTo(points[a+1].Position)
                    wait(0.1)
                else
                    script.Parent.Humanoid:MoveTo(points[a].Position)
                    wait(0.1)
                end
            end

        end
    end
end
0
Well, I already knew it was deprecated, but I wanted to use it since the wiki made it a lot more confusing than it needed to be. I'll try this out. ronitrocket 120 — 6y
0
It worked, thanks! ronitrocket 120 — 6y
0
Actually, it doesn't work totally as expected. It still won't jump from block to block ronitrocket 120 — 6y
0
You can try to figure it out from there. PlaasBoer 275 — 6y
0
I was thinking now is if one of the points is below the zombie position it will jump.you can check the each position with points variable it stores all the points. PlaasBoer 275 — 6y
Ad

Answer this question