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| 24 Jul 2014 08:56 PM |
Go to studio and test it out. Use this script on a humanoid if you want to test it out yourself, all you have to do is put this script in a humanoid model
local service = game:GetService("PathfindingService")
local start = script.Parent.Torso.Position local finish = workspace.Vector.Position
path = service:ComputeRawPathAsync(start, finish, 500)
print (path.Status) if path.Status == Enum.PathStatus.Success then local points = path:GetPointCoordinates() for _, point in pairs(points) do local part = Instance.new("Part", workspace) part.Anchored = true part.CanCollide = false part.Position = point part.Size = Vector3.new(2, 2, 2) part.BrickColor = BrickColor.new("Really black") script.Parent.Humanoid:MoveTo(point) repeat local distance = (point - script.Parent.Torso.Position).magnitude wait () until distance < 3 end end |
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| 24 Jul 2014 08:57 PM |
| Oh and also add a part to workspace called "Vector", that will be were your humanoid will go. |
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| 24 Jul 2014 08:58 PM |
| COOL LOTS OF STUFF I DONT UNDERSTAND |
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| 24 Jul 2014 08:59 PM |
| Link to wiki page if you want to learn more http://wiki.roblox.com/index.php?title=Pathfinding |
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| 24 Jul 2014 09:08 PM |
| Still no CSG though which sucks |
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| 24 Jul 2014 09:09 PM |
Darn you apple. We're waiting on you to get our CSG.
"All my life I had to fight" |
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| 24 Jul 2014 09:19 PM |
Ooooh New AI pathfinding methods :)! |
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Cr0ws
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| Joined: 16 Aug 2013 |
| Total Posts: 1545 |
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| 24 Jul 2014 09:20 PM |
| Thanks I knew it was out since this morning and thought everyone knew. |
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| 24 Jul 2014 09:21 PM |
| This is somewhat stupid though, as coding pathfinding AI no longer requires any skill. |
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Siccity
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| Joined: 21 Jun 2009 |
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| 24 Jul 2014 09:24 PM |
@Eternal
Isn't that good, though? Since it's much easier, there's no need to stress yourself making complicated scripts. |
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| 24 Jul 2014 09:25 PM |
| Think about it though, better games, faster developing and its really smart. |
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| 24 Jul 2014 09:26 PM |
I suppose. I'm going to do some experimenting to find out just how smart the pathfinding is. |
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| 24 Jul 2014 09:26 PM |
Does this go directly to point, or does it have the ability, to say, go through a maze?
Braghenaflarbenabeg. |
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| 24 Jul 2014 09:27 PM |
"Pathfinding is disabled" hm ok |
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| 24 Jul 2014 09:28 PM |
| add it to your character. o_o |
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| 24 Jul 2014 09:29 PM |
@nob Pathfinding uses algorithms to find the fastest route to the given point of interest. So, theoretically, a good pathfinding script can find it's way through a maze. |
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| 24 Jul 2014 09:34 PM |
| If you get an error saying "Pathfinding is Disabled" then try restarting studio because you might not have the updated version. |
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| 24 Jul 2014 09:40 PM |
tried making a humanoid go around a maze, "Enum.PathStatus.FailFinishNotEmpty" output says that. |
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| 24 Jul 2014 10:03 PM |
| make sure the point is in a open area |
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| 24 Jul 2014 11:26 PM |
Vibrant, I don't like your language. >:C |
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| 24 Jul 2014 11:33 PM |
| CSG is coming out mid august Cheif said due to bugs |
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