It's very simple, if ur AI's movement works like this: humanoid.MoveToFinished:Connect(function(reached) -- move to another waypoint if not finished end) then save the connection above in a variable and then when u want to stop the path disconnect the connection but if ur movement works whit a loop like this: for i, waypoint in next, waypoints do humanoid:MoveTo(waypoint.Position) humanoid.MoveToFinished:Wait() end then make a boolean variable that turns true when the AI gets stuck and do this: for i, waypoint in next, waypoints do if stuck then break end humanoid:MoveTo(waypoint.Position) humanoid.MoveToFinished:Wait() end stuck = false
Cool brother :)
Make a rat system when rin eats the poisoned rat
I don't need a rat system but maybe I'll add It on the public version
and the inventory system
When finish the AI
Could you explain to me how you made the AI break the path when realizing that there is no way to reach the waypoint
It's very simple, if ur AI's movement works like this: humanoid.MoveToFinished:Connect(function(reached)
-- move to another waypoint if not finished
end)
then save the connection above in a variable and then when u want to stop the path disconnect the connection
but if ur movement works whit a loop like this:
for i, waypoint in next, waypoints do
humanoid:MoveTo(waypoint.Position)
humanoid.MoveToFinished:Wait()
end
then make a boolean variable that turns true when the AI gets stuck and do this:
for i, waypoint in next, waypoints do
if stuck then break end
humanoid:MoveTo(waypoint.Position)
humanoid.MoveToFinished:Wait()
end
stuck = false
Does this still works? Pls reply
yes but it's kinda buggy, so right now im trying to make it less buggy and whit more options
@@springtrap456_yt4 omg ty for replying me btw im gonna test this soon with my monster