Hi, this helped A LOT. I tried looking for something like this for ages. You just helped me out. Could you possibly make it to where the NPC has a pathfind service. For example, an NPC is able to walk up to the counter, table, etc and then asks for food. Then, once the player gives the NPC the desired order, he leaves. And then a totally different NPC comes up and asks for something different. Do you understand what I am trying to ask here? Sorry if it is too much.
for the pathservice use this script: local npc = script.Parent local path = game:GetService("PathfindingService") local humanoid = npc.Humanoid local waypoints = game.Workspace.Waypoints -- make sure to add a folder named "Waypoints" and name the waypoints as a number function finishedinstance() npc.n.Enabled = true end for waypoint = 1, #waypoints:GetChildren() do humanoid:MoveTo(waypoints[waypoint].Position) humanoid.MoveToFinished:Wait() humanoid.MoveToFinished:Connect(finishedinstance) end
omg thanks i learned it
I also subscribed. :D
I replaced the milk with my food but the npc dosent show the proximity prompt i don’t know what’s going on I watched this like 2 times
🤔 Is the proximity prompt location correct?
@@rblxstudioavocadooh now I fixed it
@@rblxstudioavocadoquestion can you make a video like this but you have to hold out a item and when you give it to npc it disappears
@@bluekiddo1 use :destroy to make it disapear
Hi, this helped A LOT. I tried looking for something like this for ages. You just helped me out. Could you possibly make it to where the NPC has a pathfind service. For example, an NPC is able to walk up to the counter, table, etc and then asks for food. Then, once the player gives the NPC the desired order, he leaves. And then a totally different NPC comes up and asks for something different. Do you understand what I am trying to ask here? Sorry if it is too much.
I will try to make it. :)
@@rblxstudioavocado Thank you!!
Håll käften
@@rblxstudioavocado I need something like this too. Could you do it?
for the pathservice use this script:
local npc = script.Parent
local path = game:GetService("PathfindingService")
local humanoid = npc.Humanoid
local waypoints = game.Workspace.Waypoints -- make sure to add a folder named "Waypoints" and name the waypoints as a number
function finishedinstance()
npc.n.Enabled = true
end
for waypoint = 1, #waypoints:GetChildren() do
humanoid:MoveTo(waypoints[waypoint].Position)
humanoid.MoveToFinished:Wait()
humanoid.MoveToFinished:Connect(finishedinstance)
end
Is there a way I can do this with custom models
yea
theres aint pinned comment