Greetings, Thanks for taking a look into my issue.
I made a pathfinding script in which I told an NPC to follow a path. (called Jake) The path gets correctly created and I made it so a line shows how the path goes. It's just that Jake refuses to follow the line and walks off on his own.
Here is the code, Any help is appriciated
path = game:GetService("PathfindingService"):FindPathAsync(game.Workspace.Pathfinding.Start.Position, game.Workspace.Pathfinding.Finish.Position) waypoints = path:GetWaypoints() for i = 2, #waypoints do local lastWaypoint = waypoints[i-1] local currentWaypoint = waypoints[i] print(currentWaypoint) local segment = Instance.new("LineHandleAdornment") local lastPosition = lastWaypoint.Position + Vector3.new(0, 0.5, 0) - game.Workspace.Pathfinding.Start.Position local currentPosition = currentWaypoint.Position + Vector3.new(0, 0.5, 0) - game.Workspace.Pathfinding.Start.Position local toCurrent = currentPosition - lastPosition local distance = toCurrent.Magnitude segment.CFrame = CFrame.new(lastPosition, currentPosition) segment.Parent = game.Workspace.Pathfinding.Start segment.Adornee = game.Workspace.Pathfinding.Start segment.Thickness = 10 segment.Length = distance print(toCurrent) script.Parent:MoveTo(toCurrent) local waypointType = currentWaypoint.Action if waypointType == Enum.PathWaypointAction.Jump then segment.Color3 = Color3.new(1, 1, 0) else segment.Color3 = Color3.new(0, 1, 0) end end
welp, It was just that Tocurrent should have been currentwaypoint.Position