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#Pathfinding service being wonky
1 messages · Page 1 of 1 (latest)
just simple pathfinding
while flag do
wait(0.1)
local target = findTarget(FaceStealer)
if target and target.Character then
local path = ps:CreatePath({
AgentRadius = 2,
AgentHeight = 2,
AgentCanJump = true,
AgentJumpHeight = 25,
AgentMaxSlope = 90,
})
path:ComputeAsync(FaceStealer.HumanoidRootPart.Position, target.Character.HumanoidRootPart.Position)
if path.Status == Enum.PathStatus.Success then
local waypoints = path:GetWaypoints()
for _, waypoint in ipairs(waypoints) do
humanoid:MoveTo(waypoint.Position)
end
end
else
wait(0.5)
end
end
end)() ```
But it is very wonky
I used MoveToFinished:Wait() but it is very unreactive
it might be getting stuck on the terrain
ye