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My pathfinding AI will not jump could someone help me?

Asked by 4 years ago

So I made an attempt to make a pathfinding Ai but, it will not jump. can someone help?




local humanoidrootpart = script.Parent:FindFirstChild("HumanoidRootPart") local human = script.Parent:FindFirstChild("Humanoid") function findTarget() local distant = 200 local target = nil for i,v in pairs(workspace:GetChildren()) do local humanoid = v:FindFirstChild("Humanoid") local head = v:FindFirstChild("Head") if humanoid and head and v.Name ~= "wacky monster" then if (head.Position - humanoidrootpart.Position).magnitude < distant and humanoid.Health > 0 then distant = (head.Position - humanoidrootpart.Position).magnitude target = head end end end return target end while wait(0) do local head = findTarget() if head then local ray = Ray.new(humanoidrootpart.Position, (head.Position - humanoidrootpart.Position).Unit * 200) local hit,position = workspace:FindPartOnRayWithIgnoreList(ray,{script.Parent}) if hit then hit:IsDescendantOf(head.Parent) human:MoveTo(head.Position) else human:MoveTo(head.Position) wait(.4) local path = game:GetService("PathfindingService"):FindPathAsync(humanoidrootpart.Position,head.Position) local points = path:GetWayPoints() if path.Status == Enum.PathStatus.Success then for i,v in pairs(points) do human:MoveTo(v.Position) human:MoveToFinished() wait(2) if v.Action == Enum.PathWaypointAction.Jump then human.Jump = true end if (points[#points].Position - head.Position).magnitude > 15 then break end end else human:MoveTo(head.Position) end end end end
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This use of waypoints is all wrong. MoveToFinished is an event, not a function. You're meant to call MoveTo on the first waypoint, and then wait until you arrive (or nearly arrive) to call it on the next one. Repeat this until you arrive at the last one. EmilyBendsSpace 1025 — 4y
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ok jorcorrs 76 — 4y
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so do I remove MoveToFinished()? jorcorrs 76 — 4y

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