How to PATHFIND in Roblox 2024 using Forbidden
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- Опубликовано: 5 мар 2023
- Link to API: www.roblox.com/library/112294...
This is how you use Forbidden to make a pathfinding system in your game to save 3 WEEKS of coding with one line of code.
API.Stop() will be patched hopefully by tomorrow.
Please comment with your game's name/link if you use Forbidden and good luck!
TIME STAMPS
1:07 Inserting into game
1:31 Info on Forbidden
3:10 Inserting NPC
3:27 Start of Code
4:28 Track Player Code (basic)
#robloxstudio
#npc
#robloxdev
#pathfinding
#forbidden - Игры
Link to API
www.roblox.com/library/11229474803/Forbidden-API-OFFICIAL
Common issues in replies.
Enjoy making your game!
It is forbidden to unsubscribe to you
Hey, I am trying to make a game, I need an NPC that can complete advanced parkour courses (not extremely advanced, i just mean like at least be able to jump over a gap, which the default PathfindingService doesn't do.) Can this do jumps?
@@HeroDevv it uses the default pathfinding service, but only simplifies it
Fair warning id watch another video on Pathfinding Parameters because it helps with making the AI jump and doge certain blocks. (like kill bricks etc.) and plus the fact it is not covered here.
@@YeaIDoStuff Yes, i didn’t cover the standard settings. However when calling the API, in the settings table you can set those settings using the key [“StandardPathfindSettings”]
I came here by watching yt shorts
Same
Bawls same!
Sqme
Same
Same
You are a life saver. Devs like you are heroes.
very cool lookin forward to updates
I’ve used this for my game and I just wanted to say a massive thanks I put this in my first devlog on my channel but didn’t shout u out but in my next vid I will because this was so helpful
Homie I am your 500th sub, thank you for this btw its great.
This was so helpful tysm 😭
THIS MAN IS HEAVILY UNDERRATED!
Just waitin till u EXPLODE WITH SUBS brooo this is AHHMAZING!
This is incredible, thank you friend, I will make the most of it.
How did you get it to work can you paste the code?
I'll see what i can do since im a beginner it'll be kinda difficult for me to add stuff like the extra things that i want im making a realistic shooter game to shoot zombies
I have a pathfinding bug when handling with multiple enemies with one script. I am currently finding a fix at the moment. If you have any ideas or suggestions let me know. Here’s a video ruclips.net/video/ec6feocxMhA/видео.html
Update: I have found a general fix for this. While looping through the waypoints, I am skipping the first 5 waypoints to prevent the enemy from jittering
Alright so i just checked it out, the forbidden api also has some other really convenient stuff including the Ai stuff. Im talking math, datastoring, and some misc stuff. I really recommend you check it out if you just wanna make a game without dealing with annoying BS that would slow down the production of a pretty small game drastically.
edit: the AI can be really janky. it does not like to jump, so much so that it would rather give up and stand in place instead of it. Be careful if you going to use it on a map with jumpable obstacles with multiple turns
I think u broke something in an update as im getting this error "Unable to assign property Value. Object expected, got PathWaypoint "
hey dude if you can can it be possible for sight distance so it wanders around going around then when you get into its sight it chases you then stops after a while
Use the apis line of sight function
Hey Critixx! I thank you so much for this script and it has saved me hours. I do have one question. Do you think you will be willing to help me make it so the ai will recognize what a door is and will have a function to open it and also play an animation? There is just so much to this path-finding complicated group of scripts that I don't understand. I don't know where to even start to add this function. If you don't want to help fine with me! You have done plenty! Love your content and keep it up!
Unfortunately that’s rather complicated since that would involve making your own pathfinding system.
The way around it would most likely be to make the doors non-collidable on the server side (make sure the client is) and then whenever it touches the door check if it is open or do an animation (the ai will then consider it in the shortest path)
Edit: as long as you are confident enough in your coding ability to be able to signal a stop in the ai as it approaches a door and then restart it once it is open you should be able to do this
Alright. Again, I really appreciate it
@@CritixxDEV
@@YoungBassAngler Use raycast, and if in the ray it will detect if there is a part called "Door" if so it will proceed with a tween to open the door.
I think I have a solution for you... You can set the destination to the door, then make a large invisible, anchored, collision off block around it, then add a part into a script that when it touches the invisible area, it will teleport slightly to the correct space, anchor itself, play the animation to open the door, then change the destination to directly through the door, then set another destination after that to its end goal. :)
When i have it set to go to a part it will move for a second then stop, if I make it follow me it only moves when I move, how do I fix this?
this is great, but for some reason the pathfinding takes a while to work when the script that calls it is enabled.
it dont work {Visualize = true, Tracking = true}) has a red line under it and it dont work
I think I found a problem my 7 stud high Rig won't jump a 3 or 4 stud high jump. It will just sit there where it should of jumped but as soon as I make the jump 5 studs it will jump. I have tried changing the AgentHeight and I made sure that AgentCanJump is true
Maybe try increasing the jump power? It’s in the humanoid
Had some trouble at first but here is the script I used that finally got it tracking if anybody else is having trouble
local rs = game:GetService("ReplicatedStorage")
local forbidden = rs:WaitForChild("Forbidden")
local ai = require(forbidden:WaitForChild("AI"))
local NPC = script.Parent
wait(2)
wait(2)
ai.SmartPathfind(NPC, game.Players:GetChildren()[1],true,{Visualize = true, Tracking = true})
wait(10)
ai.Stop(NPC)
wait(1)
ai.SmartPathfind(NPC, game.Players:GetChildren()[1], true, {Visualize = true, Tracking = true})
I changed the jump power both up and down and still not jumping over 3 or 4 stud high blocks.
here is my code
local RS = game:GetService("ReplicatedStorage")
local Forbidden = RS:WaitForChild("Forbidden")
local AI = require(Forbidden:WaitForChild("AI"))
local target = workspace:WaitForChild("target")
local NPC = workspace.Rig
AI.SmartPathfind(NPC,target,true,{AgentCanJump = true,Visualize = true,Tracking = false})
I watched to the end and you said you would be making an advanced tutorial later but were is it? great tutorial I just need it to locate the nearest player
So i will but here’s how to do that.
Loop through all players ( for i, player in pairs(game.Players:GetChildren()) do ),
store two variables, nearPlayer and nearDist.
To get distance do (pos1 - pos2).magnitude
Should be simple from there
@@CritixxDEV Thx
@@CritixxDEV its a little confusing so I was wondering about you making a video on this and also how do I fix when a player dies the AI doesnt detect them?
@@BlankJuice the ai needs to be restarted whenever a new character is created
@@CritixxDEV okay
How do i remove the purple line? (fixed now)
hi is there a way to optimize this? its laggy when theres more than 1 player
So it says No path could be found. This is an issue with Roblox, not Forbidden.
this is awesome but it says “attempt to index nil with ‘position’” on line 279
Would it be possible to make a flee function for the API. I haven't actually used the API yet so this might already be a feature but it doesn't look like it's in the API.
I believe that’d be easy to code yourself. Save any location you would want it to flee to then pathfind it to that location without tracking. You could also make a part for it to track and then move that part where you want it to go
@@CritixxDEV (I don't mean wander when I say flee) I have a bunch of maps and it would take a long time for me to add a bunch of flee points to all of them. Is there a way that I could automate the process?
You should fix the part where when the NPC chases the player, and kills the player and the player respawns, it stops chasing with the player
That’s a feature in my opinion. You can add that yourself by detecting when a player respawns using charadded
@@CritixxDEV It works well, but now when the NPC dies, it doesn't chase any players after it respawns.
@@CritixxDEV Sorry to bother you, but how do i do it? How to detect if a player respawns using "charadded"? I'm a beginner who is looking forward to create a horror game.
@@AdvancedAnimator Player.CharacterAdded:Connect(function() - code end)
550 subscriber❤
How would you know when the model has reached its endpoint?
I don't know why but when it visualize it just stops at the second point of the visual but when it just has to use line of sight or when the part is close. It has no problems
That’s weird. Send a video if you can of it happening
@@CritixxDEV The same thing happened to me
There is this error : Unable to assign property Value. Object expected, got PathWaypoint
@@Cocodado send the code you had when the error happened
@@CritixxDEV Anyways, it's working now.
There's a flaw. For tracking players, if the NPC has a fast WalkSpeed (30-100) and gets close to the player, it slows down and doesn't maintain the fast speed.
There should be a parameter for swapping the method of movement @ x distance in settings. I’ll check soon
So this is not an issue with the API. You need to use the antilag script included or just put in a simple server script with this code
NPCHumanoidRootPart:SetNetworkOwner(nil)
@@CritixxDEV I remember doing that with my NPCs I forgot to add that. I appreciate the response, my man.
local rs = game:GetService("ReplicatedStorage")
local forbidden = rs:WaitForChild("Forbidden")
local ai = require(forbidden:WaitForChild("AI"))
local NPC = script.Parent
local target = workspace.dest
wait(2)
wait(2)
ai.SmartPathfind(NPC.game.Players:GetChildren()[1],true,{Visualize = true, Tracking = true})
wait(10)
ai.Stop(NPC)
wait(1)
ai.SmartPathfind(NPC, game.Players:GetChildren()[1], true, {Visualize = true, Tracking = true})
Not all heros wear capes💯💯
he doesn't because there is a typo in the code. In line 11 he should've written: ai.SmartPathfind(NPC, game.Players...)
He wrote it with a dot instead of a coma
Anything on having the AI stop targeting the player when dead? Currently trying to fix that but it seems that I cant stop the targeting on that same dead player.
Simply get player.Character.Humanoid.Health
didn't work for me.
is the module broken or is it just me
i get an error from the module on line 139 saying
attempt to index nil with 'StandardPathfindSettings'
My fault i accidentally put .Position at the end of the target arguement instead of the instance itself
Mine just flat out doesnt work at all
Hey Critixx, nice vid. btw i have 2 question:
1- how do i get rid of the purple balls of tracking?
2- how do i make him follow a player in a certain radius, let's say 30 block radius?
please answer as quickly as possible , i have a school project to do and i'm doing it in roblox
1: Just set visualize to false
2: Run a loop and do if (Player.Character.HumanoidRootPart - NPC.HumanoidRootPart).magnitude
@@CritixxDEV no thank you the video was helpful and so were you. thank you so much
@@CritixxDEV Where do i put the loop? And the code you said
@@Royal23458 unfortunately since I do not know what you are doing I’m unable to really help. I’d highly encourage you to watch a Lua tutorial.
@@CritixxDEV I made comment, so basically kind of like a zombie following you when u get in a distance from it
my npc is not moving i dont know what to do
Hey there. Do you think it’s possible you can create a function that can return if the path is passable?
Yeah I would save the location from where the pathfind started and repathfind to that location.
I believe it accepts Vector3’s
@@CritixxDEV never mind I looked at your code and it’s very simple to do. Sorry but thank you for the help!
@@masterwallace4268 good luck! let me know if you find any bugs
@@CritixxDEV yo does this work on r6 models?
@@badprong2556 should
i updated to 0.0.4 and its really laggy than 0.0.3
the bots are using tracking mode and walkspeed is 60
Use setnetworkowner
you guys need it to chase you even after it respawns: here!
local rs = game:GetService("ReplicatedStorage")
local forbidden = rs:WaitForChild("Forbidden")
local ai = require(forbidden:WaitForChild("AI"))
local NPC = script.Parent
local targetPlayer = nil -- To keep track of the target player
-- Function to start AI pathfinding
local function StartPathfinding()
ai.SmartPathfind(NPC, targetPlayer, true, {Visualize = true, Tracking = true})
end
-- Function to stop AI pathfinding
local function StopPathfinding()
ai.Stop(NPC)
end
-- Function to handle player character added event
local function OnCharacterAdded(character)
-- Update target player to the newly added character's player
targetPlayer = game.Players:GetPlayerFromCharacter(character)
-- Start pathfinding
StartPathfinding()
end
-- Connect the player character added event
game.Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(OnCharacterAdded)
end)
game.Players.PlayerRemoving:Connect(function(player)
if player == targetPlayer then
-- Player has left, stop pathfinding
StopPathfinding()
end
end)
-- Start initial pathfinding
StartPathfinding()
thank me later
Good script! Maybe consider making duplicate npcs to target different players
@@CritixxDEV i did and had some fun with it!
@@Lennypennyez Thanks man. I was able to modify that script and have it working as expected for me. (UPDATE 2)
local rs = game:GetService("ReplicatedStorage")
local forbidden = rs:WaitForChild("Forbidden")
local ai = require(forbidden:WaitForChild("AI"))
local NPC = script.Parent
local root = NPC.HumanoidRootPart
local targetPlayer = nil
local newtargetPlayer = nil
local db = false
local db1 = false
function FindNearestPlayer()
local minDistance = math.huge
local nearestPlayer = nil
for _, player in ipairs(game:GetService("Players"):GetPlayers()) do
local character = player.Character
if character and character:FindFirstChild("Humanoid") and character.Humanoid.Health > 0 then
local distance = (character.HumanoidRootPart.Position - root.Position).Magnitude
if distance < minDistance then
minDistance = distance
nearestPlayer = player
end
end
end
return nearestPlayer
end
function StartPathfinding()
while wait(1) do
if db then return end
db = true
local bot = NPC:FindFirstChild("Bot")
local botState = bot:GetState()
if botState == Enum.HumanoidStateType.Seated or botState == Enum.HumanoidStateType.Swimming then
task.wait(math.random(0.25, 1.5))
bot:ChangeState(Enum.HumanoidStateType.Jumping)
end
wait()
newtargetPlayer = FindNearestPlayer()
if newtargetPlayer and newtargetPlayer == targetPlayer then
if targetPlayer and targetPlayer.Character then
ai.SmartPathfind(NPC, targetPlayer.Character, false, {Visualize = false, Tracking = true})
end
end
wait()
if newtargetPlayer and newtargetPlayer ~= targetPlayer then
StopPathfinding()
targetPlayer = newtargetPlayer
if targetPlayer and targetPlayer.Character then
ai.SmartPathfind(NPC, targetPlayer.Character, false, {Visualize = false, Tracking = true})
end
end
--wait(5)
db = false
end
end
function StopPathfinding()
ai.Stop(NPC)
end
function OnPlayerRemoving(player)
if player == targetPlayer then
StopPathfinding()
end
end
function OnCharacterRemoving(character)
local player = game.Players:GetPlayerFromCharacter(character)
if player == targetPlayer then
StopPathfinding()
player.CharacterAdded:Connect(function(newCharacter)
OnCharacterAdded(newCharacter)
end)
end
end
function OnCharacterAdded(character)
targetPlayer = game.Players:GetPlayerFromCharacter(character)
if targetPlayer and targetPlayer.Character then
targetPlayer.Character:WaitForChild("Humanoid").Died:Connect(function()
OnCharacterRemoving(targetPlayer.Character)
end)
end
StartPathfinding()
end
function OnNPCSpawned()
if targetPlayer and targetPlayer.Character then
StartPathfinding()
end
end
game.Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(OnCharacterAdded)
end)
game.Players.PlayerRemoving:Connect(OnPlayerRemoving)
NPC.ChildAdded:Connect(function(child)
if child:IsA("Humanoid") then
OnNPCSpawned()
end
end)
for _, player in ipairs(game:GetService("Players"):GetPlayers()) do
if player.Character then
targetPlayer = player
player.Character:WaitForChild("Humanoid").Died:Connect(function()
OnCharacterRemoving(player.Character)
end)
StartPathfinding()
end
player.CharacterAdded:Connect(OnCharacterAdded)
end
You're a life saver
bro is a lifesaver
StandardPathfindSettings, what is it.
The player pathfinding doesnt work its saying the forbidden ai attempt to index nil with ‘position’
You are passing an object or thing that no longer exists
this is amazing and all but how do i make it track and follow a player? because i wanna use this for my game
you call it with the target as the player and tracking on true
@@CritixxDEV ok thx i will try this tomorrow
Thank you! quick question though, how do i make it stop so hes not like rubbing against me?
oh also put another script that sets the HumanoidRootPart:SetNetworkOwner(nil)
idk if that’s in the tutorial but it prevents lag
@@CritixxDEV Okay! Thanks.
How do I make the balls invisible
EDIT: Nevermind just set visualize to FALSE
how do I make my npc jump
the script does not workkkk
Full of bugs when It requires jumping
I noticed in the AI modulescript that there's a los(line of sight) check. Any idea on how to actually use it? I'm trying to make it call ai.Stop(NPC when line of sight is gained, but I can't figure out how. If I put ai.Stop(NPC) into a loop and if statement, it says that ai is outside the active table.
I have a sneaking suspicion that there's already a way and that I'm just being stupid.
edit: I also noticed that it's actually already being called, but I can't figure out where. I placed a print statement and it prints, but I cannot find the place where losCheck is being called.
std.Math.LineOfSight
Make sure to require the std module or just the math module
@@CritixxDEV Holy crap ty!
@@animebinger7974 just in case you are planning it. Tracking mode automatically switches to the normal MoveTo call instead of pathfinding when the NPC is in line of sight
@@CritixxDEV Yea I found that surprising. Forbidden is amazing c:
it doesnt work for me
It’s not working for me
I built a rig and done what you did, but still nothing worked
Unfortunately the API seems to work half the time. I’d recommend finding a path finding tutorial else where
Sometimes the NPC doesn't jump, how can I fix that?
I do not know. It is hard coded to do so from Roblox’s pathfinding system.
You can externally trigger a jump by placing a part where it commonly gets stuck and when the AI touches it set Jump in the humanoid to true
i would like to know more about ai , could you not only make a video about all commands about the api and also make tutorials about ai? you seem like a dude who knows
maybe depends on what happens in my life. If I have time and I’m not sick I’ll do it
Is there any way to add a walking animation to the pathfinding AI?
That would be the standard way to edit animations in NPCs. I’m sure there are many tutorials out there
So I figured it out. So what you have to do is simply put the "Animate" script that you would find in the player or when you spawn a Rig via roblox and convert it into a server script.
how do i make it unlaggy with track on cuz i dont know what u meant by using setnetworkowner and how to setup tha antilag so would u help me?
HumanoidRootPart:SetNetworkOwner(nil) in a regular script
Make sure you use WaitForChilds and etc…
@@CritixxDEV thank you though didnt help but i think it will be fixed in new updates (atleast i hope) =D
Does it work ignoring all parts that can collide are false? So they can walk through it
Yeah I think thats a Roblox feature for the Pathfinding Service
for some majestic reason if i try to call the SmartPathfind function then i get an error saying something along the lines of "SmartPathfind is not a valid member of module script "AI"" and it doesn't work at all. does anyone know why this is happening? I even tried copying the EXACT code in the video and i got the same issue
Make sure you did require(ai)
@@CritixxDEVi can't believe i forgot that. many thanks
@@CritixxDEVnevermind this time it still doesn't work, but there are no errors. and the path doesn't get visualized even when i set that value to true, does the API work with custom made characters or is it just for regular R6 and R15 roblox npcs?
@@fv2536 the error you originally got is unrelated to that. But as long as the entity has a humanoid and Motor6Ds it’ll work
@@CritixxDEV everything is unanchored, it has a humanoid, it has all the necessary Motor6Ds, it functions like an npc should. could there be any other reason why the api does not work? did it by any chance get broken recently due to roblox updates?
it doesn't work
How can I make it constantly update to the new part's position if the part moves?
Set tracking to true
@@CritixxDEV thx
Is lagging when the NPC is too far, any way to fix this?
A recommendation would be not to use tracking when someone is far away
Is there a way to change the target while pathfinding (chase the nearest player)?
Make a loop. If the targeted player is different than the new closest player than call ai.stop(NPC) and ai.SmartPathfind(NPC, newtarget , etc…)
Simple loops, must be in a server script, I recommend using runservice.PhysicsStepped:Wait() as the delay in the loop
@@CritixxDEV thank you
By the way character makes too much lag somehow. how to fix it i need a reply for this, pls
Please drag and drop the included AntiLag script into your npc :).
@@CritixxDEV bro me and my friend tried to fix it and it worked and thank you so much for the ai bro🤯🙏
Is this good performance-wise?
Tracking is not. Otherwise, it is
Yay I can make a horror game
Is there a way to modify the speed of the agent?
Walkspeed of the humanoid
@@CritixxDEV I see, thx for the speedy reply.
I noticed it's not jumping either even though I have Auto Jump enabled on the humanoid? @@CritixxDEV
@@avidyoutubewatcher1897 In the settings there is a DefaultPathfindingSettings table, in that set AgentCanJump to true
how can you make it chase the nearest player?
Do a loop to get (playerpart - enemy part).magnitude for each one.
Store the current closest player and distance and at the end of the loop you’ll have your target.
You can also have a loop running in the background to detect if the closest player changed and call API.stop(enemy) and reset it.
How can i set much more tracking location and to be in loop ?
please elaborate? What do you mean by much more tracking location and being in loop
@@CritixxDEV i fix all of that but how can i stop the NPC instantly
local rs = game:GetService("ReplicatedStorage")
local forbidden = rs:WaitForChild("Forbidden")
local ai = require(forbidden:WaitForChild("AI"))
local NPC = script.Parent
local function RandomLocation()
local locations = {
workspace.Points.Part1,
workspace.Points.Part2,
workspace.Points.Part3,
workspace.Points.Part4,
workspace.Points.Part5,
workspace.Points.Part6,
workspace.Points.Part7,
workspace.Points.Part8,
workspace.Points.Part9,
workspace.Points.Part10
}
return locations[math.random(1, #locations)]
end
local target = RandomLocation()
while true do
wait(0.1)
if script.Parent.Status.Walking.Value == true then
ai.SmartPathfind(NPC,target,true,{Visualize = true, Tracking = false})
target = RandomLocation()
else
print("NPC Stop walking")
ai.Stop(NPC)
end
end
is there a way to make it so if a player is a certain distance from the NPC that it stops what it's doing and goes after the player?
isnt possible with the api. try this tho!
local Forbidden = game.ReplicatedStorage.Forbidden
local AI = require(Forbidden.AI)
local function GetNearestPlayer()
local CurrentPlayer = nil
for _,v in pairs(game.Players:GetChildren()) do
if v:IsA("Player") then
if CurrentPlayer == nil then
CurrentPlayer = v.Character
else
if CurrentPlayer.HumanoidRootPart.Position.Magnitude < v.Character.HumanoidRootPart.Position.Magnitude then
CurrentPlayer = v.Character
end
end
end
wait(.025)
end
return CurrentPlayer
end
wait(1)
while wait(1) do
local Player = GetNearestPlayer()
wait(.5)
AI.SmartPathfind(script.Parent, Player, false, {Visualize = false, Tracking = false})
end
(put forbidden in replicatedStorage)
btw all this code is mine
except forbidden api :]
how do i make this go towards different waypoints and also damage the player
don’t know what you mean by go toward different waypoints but for the damage you just put a script inside the HRT and do
local db = false - stops script from running thousands of times a second
local damageCooldownTimer = 1 - seconds
HRT.Touched:Connect(function(hit)
local enemyChar = nil
if hit.Parent:FindFirstChild(“HumanoidRootPart) then enemyChar = hit.Parent end
if hit.Parent.Parent:FindFirstChild(“HumanoidRootPart) then enemyChar = hit.Parent.Parent end
if enemyChar == nil then return end
db = true
- damage code here
wait(damageCooldownTimer)
db = false
end)
@@CritixxDEV Thanks! and what i meant by different waypoints is like the ai patrolling to other points yknow like walking back n forth between points
There is a yield setting when you call the function.
Yielding is basically where it will stop further execution of the lines of code after the function call if true. Just make it so that it’s a loop and pathfinds between those locations after the previous pathfind finishes
What would happen if there is no path available?
It wouldn’t run the pathfind.
It also returns this which can be used in your code! Enum.PathStatus.NoPath (only when yield = true
Give me a hour and I’ll push the update. Redownload the module at 5
Thank you!@@CritixxDEV
Could this be used with aircraft?
@@40_ton55 probably not.
just tried on my game, rly badly calculates paths
Is Roblox’s pathfinding mechanism…
To enhance your results, use the StandardPathfindingSettings and other values to optimize your path, as well as the pathfinding blockers (object)
how do i make the npc jum
I believe I have somewhere in the settings the default pathfinding settings, in there set AgentCanJump to true. If it isn’t jumping it could also be due to the humanoids jump power
is it possible to use this for a tower defense
game
No that involves using nodes which is a different method of pathing NPCs
@@CritixxDEV ok thanks
Here is my comment as a roblox developer saying this is great. now because 9/10 coders already recommended this, it is my obligation to NOT recommend this because I am the 1/10 >:D (Also, please add support for inputting a vector3 value instead of only takin in instances, thank you)
support is coded I’ll push it soon along with a new datastore system
is there a way i can check if the path is finished?
Turn on visualize
@@CritixxDEV yeah but i mean like detect if path is finished
@@numberoneshiteater I believe it returns true if you have yielding off if it was completed. Or Enum.PathfindingStatus.Success
how to set max chase distance?
Range of pathfind in settings
AgentRadius?
I did everything right but it didn't work the dummy was unanchored aswell. Any help?:
local rs = game:GetService("ReplicatedStorage")
local forbidden = rs:WaitForChild("Forbidden")
local ai = require(forbidden:WaitForChild("AI"))
local NPC = script.Parent
local target = workspace.dest
wait(2)
ai.SmartPathfind(NPC,game.Players:GetChildren()[1],true,{Visualize = true, Tracking = true})
Is there an error code that printed
@@CritixxDEV I will check soon
doesnt work did all you did
Yeah I know, and I don’t know why cause I’ve looked through all the code over and over
@@CritixxDEV I'm pretty sure it's because the enemyroot is nil. I've done some prints on the AI ModuleScript and it just says the enemyroot = nil.
@Psygenz I’ll make it so that if enemyroot == nil then it ends the patthfind
It's most likely because the Humanoid name is not "Humanoid"
@@CritixxDEV 👍
too laggy
If the lag you are seeing is when the player is near the NPC please add and enable the included anti lag script to the NPC :)
@@CritixxDEV is it supposed to even handle like 100 dummies
@@juhmop Not with tracking enabled.
yo why this AI is kinda stupd :c
Just tested on easiest parkour and it just can't jump
Roblox’s pathfinding system is not meant to be a smart ai.
It is just meant to try to path to players.
Should you want an actual artificial intelligence, you have to make your own.
whyyyyy do I always need to download something suspicious??!?!?!?! Please just make a full tutorial instead of making everyone download some random model or plugin!
. . . You can go through the code on only the ai module and see. 🤷
Learn to code better
is there a way to contact you? discord etc.
unfortunately no, but I believe it would be better if you found an alternative video on this topic and used their method instead of this script