This looks unnatural in some situations - for instance, a path may go through water rather than over a nearby bridge simply because the path through water is geometrically shorter. Pathfinding Modifiersīy default, Path:ComputeAsync() returns the shortest path between the starting point and destination, with the exception that it attempts to avoid jumps. What‘s the point of creating NPC made of Roblox character, when we can‘t create our custom? This is just demotivating, I don‘t even know why there are character that works and why other do you welded the character or do you rigged it using Motor6D Instances? I rigged it, and it dosen‘t work.Currently, Models containing a Humanoid instance, including typical player characters, will not be considered for path computation or path blockage, although the agent may still be blocked by those models physically. I think there‘s some condition that needs to be achieved in order to make the NPC move, but it‘s not mentioned in the wiki. At this moment I am on the point of giving up. I tried to make the targetposition‘s Y value higher, but still nothing. I anchored the HumanoidRootPart and my NPC couldn‘t move at all. When you move your character with MoveTo(TargetPosition), do the TargetPosition has a Y Value? I mean is it 0 or something higher? Mine is way greater, this could be a cause, that I wouldn‘t understand if I didn‘t find this post. But in meanwhile, I was watching and watching again this post and I think that I maybe understand it now: Maybe, your NPC works because it‘s smaller than the player. I have it unachored, because the normal Roblox R15 Character can‘t move if anchored.
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