#Any help with this?
1 messages · Page 1 of 1 (latest)
Hey you can do it with pathfinding modifiers. You can check here for more info: https://create.roblox.com/docs/es-es/characters/pathfinding#pathfinding-links
is there a way to translate that to english? cuz its in spanish for me
oh nvm found a way
dw about it xd
you can also implement internal functions checking the distance to the doors to play animations,like to open them
But the problem is I don't know if thats gonna fix the pathfinding not going through the doors
cuz right now i have a waypoint behind a door and he just isn't making any attempt to go to that waypoint
it should because it won't see it as a wall
like for the clients it is solid but for the npc it is air
my bad Ig,I was reading again documentation and the part must have cancollide = false
but maybe u can set the door or a door entry target , like if it can't go trough because there is a door, it will look for the closest targetDoor to the npc and to the humanoid, if the path success then you can go to that waypoint and use Humanoid:MoveTo() which ignores obstacles, you can implement collision groups or make the door open before he tries to walk trough
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Hang on I just thought
Would it work if I make it so the players can only collide with the doors but the ai cant?
yeah, the doors won't collide for the server so ur AI just will detect them as a way to go though but u may have to use remotes to show every player the door opened and it may be easier to exploit them, maybe you should have some server sided checks, also, they will have lag unless you just make the open/close visible for a single player
i wont be able to have remotes cuz both of the scripts are server sided