Here's the code for reference:

--script for pathfinding enemy to player
local torso = script.Parent.UpperTorso
	local position = torso
	local lowest = math.huge
	local NearestPlayer = nil
	for i, v in pairs(game.Players:GetPlayers()) do
	if v and v.Character then
		
		local distance = v:DistanceFromCharacter(position)
		if distance < lowest then
			
			lowest = distance 
			NearestPlayer = v
		end
	end
	end

local humanoid = script.Parent
local finishPosition = NearestPlayer
local path = game:GetService("PathfindingService"):ComputeRawPathAsync(torso.Position, finishPosition, 512)
points = path:GetPointCoordinates()




while true do


-- make sure the old points are gone
game.Workspace.Points:ClearAllChildren()

for p = 1, #points do
	
	part = Instance.new("Part")
	part.Anchored = true
	part.Size = Vector3.new(1,1,1)
	part.FormFactor = Enum.FormFactor.Symmetric
	part.Parent = game.Workspace.Points
	part.Position = points[p]
	part.BrickColor = BrickColor.Gray()
	
end

wait(0.1)
end

How do I make finishPosition be put as the End of the pathfinding?

2 comments

0

if you guys need more clearance I'd be glad to provide, thank you in advance.

0

yes, we need all the clearance we can get