I've been having an issue with pathfinding where if there's too many zombies then they will start to stutter (walk forwards then stop and repeat) when im moving but when i dont its fine, i made a temporary fix by having the animations be played on the client but its starting to do it again when i edit the script more, is there a permanent fix to this?
#How can i stop pathfinding stuttering?
1 messages · Page 1 of 1 (latest)
You're not scripting it right
That's all I can say, with the context you've given
wdym
You did something wrong in the script
its not to do with that i dont think
and also dont set it too high as it will look like its floating
it works properly when im not moving
its cuz its constantly changing the pathfinding when ur moving and you need to wait until the enemy has reached the destination before computing a new one
oh ok ill try that and ill see if it works
It is okay if the destination hasn't reached most of the time
no I mean like calculating the path takes time, so the jittering most likely reffers as the wait time for each calculated path
the humanoid shouldn't stop when in the process of calculating the waypoints
unless that is the problem
lets say he uses "Humanoid:WalkTo(Waypoint)" in the for loop
everytime he calculates a new path it creates a new loop
so now the humanoid is trying to follow 2 paths at the same time
Using the WalkTo function will override the thread
It can only follow one path at a time
it only happens theres too many zombies
like about 30-50
if theres like 10 its fine
but i need more than 10
have you tried setting the network owner to the player being chased?
the owner is the server
at all times
** You are now Level 2! **
ill try that
Waypoint spacing
that makes player handle that
can be exploited ig
i forgot if higher or lower but it somehow fixed for me
oh ok
ill try higher
i tried higher and it didnt fix it
ive managed to make it slightly better but the zombies are still a bit slower than they should be