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What's wrong with this pathfinding script? and help me with npc script.

Asked by
Blodze 0
5 years ago

Ok, please help me with this script, i want a NPC to move to you, (trying to kill you and do dmg) i got this script so far:


local ps = game:GetService("PathfindingService")
math.randomseed(tick())

 for _,npc in pairs(workspace.NPCS:GetChildren()) do
 spawn(function()
 while true do
 local humanoid = npc.Humanoid
 local torso = npc.HumanoidRootPart
 local pos = torso.CFrame.Position +    Vector3.new(math.random(-50,50),0,math.random(-50,50))
 local path = ps:CreatePath({AgentHeight = 1, AgentRadius = 1 })
 local comp = path:ComputeAsync(torso.CFrame.Position, pos)
 if path.Status == Enum.PathStatus.Success then
 local waypoints = path:GetWaypoints()
 humanoid.Seated:Connect(function(seated)
 if seated == true then
 print("seated")
 humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
 end
 end)
 path.Blocked:Connect(function()
 print("blocked!")
 humanoid:MoveTo(torso.CFrame.Position)
 end)
 for _,point in pairs(waypoints) do
 humanoid:MoveTo(point.Position)
 local part = Instance.new("Part")
 part.CanCollide = false
 part.Locked = true
 part.Anchored = true
 part.Material = Enum.Material.Neon
 part.BrickColor = BrickColor.red()
 part.Size = Vector3.new(1,0.5,1)
 part.CFrame = CFrame.new(point.Position)
 part.Transparency = 0
 part.Parent = workspace
 if point.Action == Enum.PathWaypointAction.Jump then
 print("jumping")
 humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
 end
 humanoid.MoveToFinished.Wait()
 part:Destroy()
 end
 end
 wait(math.random(2,3.5))
 end
 end)
 end
0
Do you have any specific problems with this, or does the NPC not do anything whatsoever? OC_VORTEKS 0 — 5y
0
the npc doesnt do anything Blodze 0 — 5y

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