I've created a very basic NPC - rigged, animated, animation works fine (bit amateur, but works.) All necessary parts are present and welded - HumanoidRootPart, etc. Trouble is I can't get the NPC to follow my player. It walks around aimlessly for a while, then does a lemming off the edge of the baseplate!? I'm getting no errors in output. Used 'print' to add checkpoints to the script. All seems good. I'm trying to tweak/modify the same 'classic' script that comes with the Zombie model. (Yes, I know, it's better to script it all from scratch, but variations of this same script seem to be everywhere - why not use? :-)) Thanks in advance!
Here's the script:
local larm = script.Parent:FindFirstChild("HumanoidRootPart")
local rarm = script.Parent:FindFirstChild("HumanoidRootPart")
wait(0.1)
print(script.Parent.Name)
function findNearestTorso(pos)
local list = game.Workspace:children()
local torso = nil
local dist = 10000
local temp = nil
local human = nil
local temp2 = nil
for x = 1, #list do
temp2 = list[x]
if (temp2.Name == script.Parent.Name) and (temp2 ~= script.Parent) then
temp = temp2:findFirstChild("HumanoidRootPart")
human = temp2:findFirstChild("Humanoid")
if (temp ~= nil) and (human ~= nil) and (human.Health > 0) then
if (temp.Position - pos).magnitude < dist then
torso = temp
dist = (temp.Position - pos).magnitude
end
end
end
end
print("Crappppppp")
return torso
end
while true do
wait(1)
local target = findNearestTorso(script.Parent.HumanoidRootPart.Position)
if target ~= nil then
script.Parent:MoveTo(target.Position, target)
end
end

3 comments
humanoid:MoveTo(Part.Position)
that may work
Thanks, but just tried that. No joy - NPC still 'wandering'.