#PathFinding Problem

1 messages · Page 1 of 1 (latest)

gaunt dirge
#

my MoveTo function :

late oar
gaunt dirge
late oar
#

if reached and nextWaypointIndex < #(waypoints :: any) then why do you need to typecast waypoints

#

that type is wrong anyway so why even bother casting at all

gaunt dirge
#

my script run with strict so it make a warn if i dont type it

late oar
#

...... stop using --!strict

#

if you're not going to get your types right and just cast everything to any, there's no point to strict

#

use --!nonstrict instead, trust me, you'll save yourself a lot of headache

gaunt dirge
#

ok but hum any i just in case

#

i cant type it with anth else

late oar
#

any is also the wrong type

#

you can't use # operator on anything

gaunt dirge
#

oh ok

#

good to know

late oar
#

i also suggest you double check the position is not the same as last position

#

function Brainrot:MoveTo(Destination: Vector3)

#

there's a few other things you could do like mess with the npcs from server view while the game is running to see if you can find anything

#

maybe have less npcs so your output window is easier to follow etc

#

figure out how to reproduce the problem, break it down etc

#

debugging y'know

gaunt dirge