Hey. I am making a zombie game (with waves) in which I want to use the PathFindingService, but when the number of zombies on the map becomes more than 25, they start to stop due to a delay. Can anyone help me with this?
spawn(function()
while vars.Wandering.Value == false and human.Health > 0 do
local desgx, desgz = hroot.Position.x+math.random(-WanderX,WanderX), hroot.Position.z+math.random(-WanderZ,WanderZ)
local function checkw(t)
local ci = 3
if ci > #t then
ci = 3
end
if t[ci] == nil and ci < #t then
repeat ci = ci + 1 wait() until t[ci] ~= nil
return Vector3.new(1,0,0) + t[ci]
else
ci = 3
return t[ci]
end
end
path = pfs:FindPathAsync(hroot.Position, Vector3.new(desgx, 0, desgz))
waypoint = path:GetWaypoints()
local connection;
local direct = Vector3.FromNormalId(Enum.NormalId.Front)
local ncf = hroot.CFrame * CFrame.new(direct)
direct = ncf.p.unit
local rootr = Ray.new(hroot.Position, direct)
local phit, ppos = game.Workspace:FindPartOnRay(rootr, hroot)
if path and waypoint or checkw(waypoint) then
if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Walk then
human:MoveTo( checkw(waypoint).Position )
human.Jump = false
elseif checkw(waypoint) ~= nil and not checkw(waypoint).Action == Enum.PathWaypointAction.Walk then
human:MoveTo( checkw(waypoint).Position )
human.Jump = false
end
if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Jump then
connection = human.Changed:connect(function()
human.Jump = true
end)
human:MoveTo( waypoint[4].Position )
else
human.Jump = false
end
if connection then
connection:Disconnect()
end
else
for i = 3, #waypoint do
human:MoveTo( waypoint[i].Position )
end
end
wait(math.random(4,6))
end
end)
while wait() do
local nrstt = GetTorso(hroot.Position)
if nrstt ~= nil and human.Health > 0 then -- if player detected
local function checkw(t)
local ci = 3
if ci > #t then
ci = 3
end
if t[ci] == nil and ci < #t then
repeat ci = ci + 1 wait() until t[ci] ~= nil
return Vector3.new(1,0,0) + t[ci]
else
ci = 3
return t[ci]
end
end
path = pfs:FindPathAsync(hroot.Position, nrstt.Position)
waypoint = path:GetWaypoints()
local connection;
local direct = Vector3.FromNormalId(Enum.NormalId.Front)
local ncf = hroot.CFrame * CFrame.new(direct)
direct = ncf.p.unit
local rootr = Ray.new(hroot.Position, direct)
local phit, ppos = game.Workspace:FindPartOnRay(rootr, hroot)
if path and waypoint or checkw(waypoint) then
if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Walk then
human:MoveTo( checkw(waypoint).Position )
human.Jump = false
end
if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Jump then
connection = human.Changed:connect(function()
human.Jump = true
end)
human:MoveTo( waypoint[4].Position )
else
human.Jump = false
end
hroot.Touched:connect(function(p)
local bodypartnames = GetPlayersBodyParts(nrstt)
if p:IsA'Part' and not p.Name == bodypartnames and phit and phit.Name ~= bodypartnames and phit:IsA'Part' and rootr:Distance(phit.Position) < 5 then
connection = human.Changed:connect(function()
human.Jump = true
end)
else
human.Jump = false
end
end)
if connection then
connection:Disconnect()
end
else
for i = 3, #waypoint do
human:MoveTo( waypoint[i].Position )
end
end
path = nil
waypoint = nil
elseif nrstt == nil then -- if player not detected
CchaseName = nil
path = nil
waypoint = nil
human.MoveToFinished:Wait()
end
end

2 comments
Hi, thanks for your answer, I added a part of the code to my question (the script was not made by me). As I understand it, add the wait to the first line before the 'do'
That also works. This way is just a bit shorter