alright so you are gettinga 2 in 1 deal here 2 questions for the click of 1 the first question is how would i keep a roaming npc in a designated area that is set by only 1 part (im assuming some way with part:TouchEnded? or if that doesnt work something with collision groups but i tried messing with collistion groups and it never worked out the best i got was the character being able to phase through any surface except the top and)
and the bonus question is how would i be able to get an NPC to not touch the player then stop and play use its tool in the direction of the player basically i want it to approach you and swing a sword at you which i can get the sword swinging done but im oblivous on how to get them to just stop a certain amount of studs from you without using directly x or z cordinates (im thinking go off of player lookvector somehow???) but here is what i already have set up it is very basic because i found it in someone elses NPC in the toolbox
Script:
local larm = script.Parent:FindFirstChild("HumanoidRootPart") local rarm = script.Parent:FindFirstChild("HumanoidRootPart") function findNearestTorso(pos) local list = game.Workspace:children() local torso = nil local dist = 85 local temp = nil local human = nil local temp2 = nil for x = 1, #list do temp2 = list[x] if (temp2.className == "Model") and (temp2 ~= script.Parent) then temp = temp2:findFirstChild("HumanoidRootPart") human = temp2:findFirstChild("Humanoid") if (temp ~= nil) and (human ~= nil) and (human.Health > 0) and game.Players:FindFirstChild(temp2.Name) then if (temp.Position - pos).magnitude < dist then torso = temp dist = (temp.Position - pos).magnitude end end end end return torso end while true do wait(math.random(1,5)) local target = findNearestTorso(script.Parent.HumanoidRootPart.Position) if target ~= nil then script.Parent.Humanoid:MoveTo(target.Position, target) end end
i was thinking on script.Parent.Humanoid:MoveTo(target.Position, target) i could change it the parameters to (target.Position - (idk what to put here), target) but yeah i dont think x or z cordinate could do it without them wondering off to your side before turning at you which i also dont know how to get them to turn and face the player but im assuming it also has something to do with lookvector