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

1 comment

0

Nevermind... I figured out the problem, I just need to wait until they got to the next point.