I'm trying to make it so the player can give an AI a certain area to go, and the AI will use pathfinding to get there. But for some reason, the AI outright ignores the path and tries to get to the last point possible.
Snippet:
local Path = game:GetService("PathfindingService") local Async = Path:FindPathAsync(v.HumanoidRootPart.Position,script.Pos.Value) if Async.Status == Enum.PathStatus.Success then for i,p in pairs(Async:GetWaypoints()) do print(p.Position) local part = Instance.new("Part",workspace) v.Humanoid:MoveTo(p.Position) if p.Action == Enum.PathWaypointAction.Jump then v.Humanoid.Jump = true end end end