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Player.name not working + Faulty AI?

Asked by
xg1y 41
5 years ago

Alright so this is a two part question,

First Part:

```lua local torso = script.Parent.UpperTorso.Position local desk local username = game.ReplicatedStorage.Events.Username local human = script.Parent.Humanoid local animation = script.Parent.Animate.walk.WalkAnim

username.OnServerEvent:Connect(function(player) wait(math.random(5))

if player.Name == workspace.Green.Owner.Value then desk = workspace.greendesk.Position elseif player.Name == workspace.Red.Owner.Value then desk = workspace.reddesk.Position end

local path = game:GetService("PathfindingService"):FindPathAsync(torso,desk) local points = path:GetWaypoints()

if path.status == Enum.PathStatus.Success then for i,v in pairs(points) do local track = human:LoadAnimation(animation) track:Play() human:MoveTo(v.Position) if v.Action == Enum.PathWaypointAction.Jump then human.Jump = true end human.MoveToFinished:wait() track:Stop() end end end) ```

so I got an AI, thats scripted to arrive at a desk, 50% of the time it does this; https://gyazo.com/88c0050cd5cd55d96e3b8e6e361a0fc2 but sometimes it does this: https://gyazo.com/22543da4ed98f9d8c445b74b0f649318

Wondering what the situation is with that,


Second part being; ```lua local NPC = game.ReplicatedStorage.NPC

local customer = game.ReplicatedStorage.Events.Customer

local username = game.ReplicatedStorage.Events.Username

local green = workspace.Green.Owner.Value

local red = workspace.Red.Owner.Value

local Owner

customer.OnServerEvent:Connect(function(player)

if player.Name == green then

Owner = workspace.Green.Owner.Value

elseif player.Name == red then

Owner = workspace.Red.Owner.Value end

print(Owner)

if workspace:FindFirstChild(tostring(Owner).."'s customer") then print('exisiting') else print('new customer') local newNPC = NPC:Clone() newNPC.Parent = workspace newNPC.Name = tostring(Owner).."'s customer" newNPC.Pathfinding.Disabled = false print('pathfinding enabled')

end end) ``` I'm attempting to make a check eg;

If player.Name's customer exists then; print - existing else create a new NPC and so on

(The player variable from the remote event does work with other scripts)

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