ash877
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| Joined: 18 Feb 2008 |
| Total Posts: 5142 |
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| 29 Jul 2014 03:54 PM |
| The AI will find a path, but instead of following it through the dumb bot decides to hug a wall. Why is it doing this? |
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| 29 Jul 2014 03:54 PM |
Because you fail at lua
Idiot. |
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ash877
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| Joined: 18 Feb 2008 |
| Total Posts: 5142 |
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| 29 Jul 2014 03:56 PM |
| ....annnnnd I'm reporting. Pray that I don't find your real account. |
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L0cky2013
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| Joined: 30 Jul 2012 |
| Total Posts: 1446 |
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| 29 Jul 2014 03:58 PM |
| ...aaaaand learn to script |
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ash877
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| Joined: 18 Feb 2008 |
| Total Posts: 5142 |
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| 29 Jul 2014 04:06 PM |
| what is this? Are you two ganging up on me? Wow. That is rude and ignorant of you. Considering you shouldn't be posting on this section of the forum due to your lack of knowledge on LUA; please don't respond to my post. There is a reason I'm posting this and it has to do with a problem being faced by others. That response serves no solution and posting it was indeed an attempt to disrespect me. |
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L0cky2013
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| Joined: 30 Jul 2012 |
| Total Posts: 1446 |
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| 29 Jul 2014 04:08 PM |
| Before learning the language learn to spell it correctly. It is not an acronym |
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Krypticon
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| Joined: 12 Feb 2014 |
| Total Posts: 680 |
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| 29 Jul 2014 04:29 PM |
Have you got the points for the path? If not do it like so:
path=Game:GetService("PathfindingService") local calculatePath=path:ComputeRawPathAsync(Game.Workspace.StartPoint.Position,Game.Workspace.EndPoint.Position,range) local points=calculatePath:GetPointCoordinates() -- Use this to calculate a table of the points.
Then you would have the humanoid travel to each of the separate points through a generic for, like so:
for _,v in pairs(points) do Game.Player.Humanoid:MoveTo(v) wait(0) end
Hope this helps :) |
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| 29 Jul 2014 05:09 PM |
Lol dude, you are the one posting for help. "Pray I don't find your real account".
This is my real account...? And see guys, he reports. Maybe I should report him for false reporting me. What are you going to report it as? Scam? Spam? Mean behavior xD |
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| 29 Jul 2014 05:11 PM |
| Why is everyone so hostile he was asking a question? But next time post the script and explain what the problem is and then people can better find the problem and fix it. |
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ash877
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| Joined: 18 Feb 2008 |
| Total Posts: 5142 |
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| 29 Jul 2014 05:18 PM |
function setPATH()
for _,v in pairs(Workspace:GetChildren()) do if v.Name=="FAKE" then v:remove() end end local target=findNearestTorso(script.Parent.Torso.Position) if target~=nil then local path=p:ComputeRawPathAsync(script.Parent.Torso.Position,target.Position,200) if path.Status==Enum.PathStatus.Success then local points=path:GetPointCoordinates() for i=1,#points do CheckOcclusionAsync(points[i]) cast=Instance.new("Part",Workspace) cast.Size=Vector3.new(1,1,1) cast.Shape="Ball" cast.CanCollide=false cast.Anchored=true cast.Name="FAKE" cast.Position=points[i] script.Parent.Humanoid:MoveTo(points[i]) if points[i].Y>=script.Parent.Humanoid.Torso.Position.Y+1 then script.Parent.Humanoid.Jump=true end distance=(points[i]*Vector3.new(1,0,1)-script.Parent.Torso.Position*Vector3.new(1,0,1)).magnitude wait() end else --script.Parent.Humanoid:MoveTo(script.Parent.Torso.CFrame*Vector3.new(0,0,5)) end end end
--I did do calculatepath and all that other stuff. However, the AI will still huge the wall. If you'd like to see this then PM me and I'll show it to you. |
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Krypticon
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| Joined: 12 Feb 2014 |
| Total Posts: 680 |
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| 30 Jul 2014 08:50 AM |
| Hang on a second... is FindNearestTorso() really a function? :D |
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Krypticon
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| Joined: 12 Feb 2014 |
| Total Posts: 680 |
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| 30 Jul 2014 08:53 AM |
I've just realised, I've made something that is basically what you're trying to do :P I'll give you the link:
http://www.roblox.com/Pathfinding-Example-item?id=169000652
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ash877
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| Joined: 18 Feb 2008 |
| Total Posts: 5142 |
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| 30 Jul 2014 10:30 AM |
| I'll test your example and see if it hugs the walls or not; thanks. findnearesttorso is a function that I chose not to include it because it is irrelevant to the problem. |
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jode6543
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| Joined: 16 Jun 2009 |
| Total Posts: 5363 |
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| 30 Jul 2014 10:38 AM |
What is the purpose of this line? CheckOcclusionAsync(points[i]) Also, you never seem to use that distance variable.
~Jode |
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| 30 Jul 2014 10:41 AM |
| dude just use the tutorial on the wiki |
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ash877
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| Joined: 18 Feb 2008 |
| Total Posts: 5142 |
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| 30 Jul 2014 12:14 PM |
| I've revamped it using repeat loop and a break point after a certain amount of attempts to get to the point has passed. The break point will just recalculate the path. Also, if the path is obstructed the dummy will jump. If you guys want to look at it it's in my inventory. The hugging wall glitch has been fixed thank you for helping me :D. |
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Krypticon
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| Joined: 12 Feb 2014 |
| Total Posts: 680 |
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