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How do I make a enemy NPC with path finding?

Asked by 5 years ago

This is a continuation of another post. I'm trying to make a enemy NPC that follows the nearest player using path finding. I pulled up a script from the Roblox wiki but I can't figure out how to make it follow the player and constantly update the path then follow it. Here is the script:

    local PathfindingService = game:GetService("PathfindingService")

-- Variables for the zombie, its humanoid, and destination
local zombie = script.Parent
local humanoid = zombie.Humanoid
local destination = game.Workspace.End

-- Create the path object
local path = PathfindingService:CreatePath()

-- Variables to store waypoints table and zombie's current waypoint
local waypoints
local currentWaypointIndex

local function followPath(destinationObject)
    -- Compute and check the path
    path:ComputeAsync(zombie.HumanoidRootPart.Position, destinationObject.PrimaryPart.Position)
    -- Empty waypoints table after each new path computation
    waypoints = {}

    if path.Status == Enum.PathStatus.Success then
        -- Get the path waypoints and start zombie walking
        waypoints = path:GetWaypoints()
        -- Move to first waypoint
        currentWaypointIndex = 1
        humanoid:MoveTo(waypoints[currentWaypointIndex].Position)
    else
        -- Error (path not found); stop humanoid
        humanoid:MoveTo(zombie.HumanoidRootPart.Position)
    end
end

local function onWaypointReached(reached)
    if reached and currentWaypointIndex < #waypoints then
        currentWaypointIndex = currentWaypointIndex + 1
        humanoid:MoveTo(waypoints[currentWaypointIndex].Position)
    end
end

local function onPathBlocked(blockedWaypointIndex)
    -- Check if the obstacle is further down the path
    if blockedWaypointIndex > currentWaypointIndex then
        -- Call function to re-compute the path
        followPath(destination)
    end
end

-- Connect 'Blocked' event to the 'onPathBlocked' function
path.Blocked:Connect(onPathBlocked)

-- Connect 'MoveToFinished' event to the 'onWaypointReached' function
humanoid.MoveToFinished:Connect(onWaypointReached)

followPath(destination)

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Answered by
ben0h555 417 Moderation Voter
5 years ago

The followPath function needs a object for the parameter, then when the function is called with a object in the parameter it will attempt to move the humanoid to the object. It should be used inside a npc that has a humanoid and rootpart in it, you must call the function with a object for it to work at all.

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