![]() ![]() When the target is moving, the AI stops in its tracks and doesn’t begin moving again until the target stops moving.I’m having multiple problems right now with it (apologies because I don’t know how to film it and pictures wouldn’t do it justice) but the main two are: With all that said, the code below is my latest implementation. I want something that’s efficient as possible and puts minimal strain on the game engine because this is going to be replicated a lot, with possibly dozens of active instances running at the same time.I’ve already tried running the pathfinding service through a loop (create path then compute path then move through all waypoints before creating next path etc.) and it is effortless to evade the AI’s movements because it has to complete the path it previously computed before it moves to the next one. I want something that moves the AI to where the player is instead of where they were.I want something that allows the AI to chase after someone as smoothly/naturally as if the script were just looping “:MoveTo()” the person, but with the ability to jump and navigate obstacles at roughly the same speed the average player would. ![]() Despite plenty of implementations, such as a combination of TheDevKing’s tutorials that recalculated the path after each waypoint and Y3llow Mustang’s “advanced zombie” scripts wholesale, I haven’t found the success I’m looking for with this system. After all that reading, I’m working on making an AI pathfinding system for an AI that can most effectively chase after someone and catch them, basically the “smart zombie” idea that a lot of people go for. ![]() I recently got into Roblox development after several years of being on the platform and I have been doing a lot of reading up on scripting certain things that I want to script. ![]()
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