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Re: Pathfinding help

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FauxHawke is not online. FauxHawke
Joined: 08 Jun 2012
Total Posts: 2190
06 Oct 2014 06:45 PM
I wrote up a little pathfinding script, where it finds the nearest humanoid, then using the pathfinding service, it computes the path to the humanoid. My problem is, it works, just if I go behind a wall or something, instead of following the path, it tries to go through the the wall, like a regular follow script. Here's the script:

function findNearestTorso(pos)
local list = game.Workspace:GetChildren()
local torso = nil
local dist = 500
local temp = nil
local human = nil
local temp2 = nil
for x = 1, #list do
temp2 = list[x]
if (temp2.className == "Model") and (temp2 ~= script.Parent) then
temp = temp2:findFirstChild("Torso")
human = temp2:findFirstChild("Humanoid")
if (temp ~= nil) and (human ~= nil) and (human.Health > 0) then
if (temp.Position - pos).magnitude < dist then
torso = temp
dist = (temp.Position - pos).magnitude
end
end
end
end
return torso
end
while wait(0.01) do
local target = findNearestTorso(script.Parent.Torso.Position)
if target ~= nil then
path = game:GetService("PathfindingService"):ComputeRawPathAsync(script.Parent.Torso.Position, target.Position, 500)
points = path:GetPointCoordinates()
game.Workspace.Points:ClearAllChildren()
for p = 1,#points do
part = Instance.new("Part")
part.FormFactor = Enum.FormFactor.Symmetric
part.CanCollide = false
part.Size = Vector3.new(1,1,1)
part.Position = points[p]
part.Anchored = true
part.BrickColor = BrickColor.DarkGray()
part.Parent = game.Workspace.Points
end
for _, points in pairs(points) do
print("moving to: ", points)
print(path.Status)
script.Parent.Humanoid:MoveTo(points)
end
end
end


(no output, except for the 'moving to:', and the path status)

Never trust atoms, they make up everything.™
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FauxHawke is not online. FauxHawke
Joined: 08 Jun 2012
Total Posts: 2190
06 Oct 2014 06:49 PM
bump

Never trust atoms, they make up everything.™
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FauxHawke is not online. FauxHawke
Joined: 08 Jun 2012
Total Posts: 2190
06 Oct 2014 07:03 PM
bump

Never trust atoms, they make up everything.™
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FauxHawke is not online. FauxHawke
Joined: 08 Jun 2012
Total Posts: 2190
06 Oct 2014 07:11 PM
i guess ill try to fix it myself

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FauxHawke is not online. FauxHawke
Joined: 08 Jun 2012
Total Posts: 2190
06 Oct 2014 07:13 PM
nvm still cant figure it out

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FauxHawke is not online. FauxHawke
Joined: 08 Jun 2012
Total Posts: 2190
06 Oct 2014 07:13 PM
bump again

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FauxHawke is not online. FauxHawke
Joined: 08 Jun 2012
Total Posts: 2190
06 Oct 2014 09:06 PM
bump
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FauxHawke is not online. FauxHawke
Joined: 08 Jun 2012
Total Posts: 2190
07 Oct 2014 06:16 PM
bump

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FauxHawke is not online. FauxHawke
Joined: 08 Jun 2012
Total Posts: 2190
08 Oct 2014 06:48 AM
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shadownetwork is not online. shadownetwork
Joined: 06 Feb 2014
Total Posts: 296
08 Oct 2014 10:45 AM
From the Roblox Wiki: "You may notice that pathfinding can have difficulty with thin floors. Thin floors are sometimes considered empty because they don't take up much space. This is due to the way pathfinding calculates empty space in the game world. To find a path, the service divides the world into a grid of 4x4 squares called voxels. It then checks on how empty the voxels are to determine what an available path is. By default, if a voxel is less than 16% filled then it is considered empty.

To solve the issue of thinner floors, there are two solutions you can employ. Firstly, you can simply make the floors thicker (which will fill up more of the space so the voxels are considered full). The other solution is to change the EmptyCutoff to a lower value. This has the advantage of preserving the look of your level (if you need thin floors), but it does mean the paths in your level may change."
Link to Pathfinding article: http://wiki.roblox.com/index.php?title=Pathfinding
Link to EnptyCutoff: http://wiki.roblox.com/index.php?title=API:Class/PathfindingService/EmptyCutoff
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FauxHawke is not online. FauxHawke
Joined: 08 Jun 2012
Total Posts: 2190
08 Oct 2014 05:18 PM
The baseplate (part it's on) is 512, 20, 512. So, that's not the problem
Thanks for the help, though!

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FauxHawke is not online. FauxHawke
Joined: 08 Jun 2012
Total Posts: 2190
08 Oct 2014 05:59 PM
bump

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FauxHawke is not online. FauxHawke
Joined: 08 Jun 2012
Total Posts: 2190
08 Oct 2014 06:00 PM
been bumping this for 2 days...cmon people.

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FauxHawke is not online. FauxHawke
Joined: 08 Jun 2012
Total Posts: 2190
08 Oct 2014 07:01 PM
bump

Never trust atoms, they make up everything.™
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FauxHawke is not online. FauxHawke
Joined: 08 Jun 2012
Total Posts: 2190
08 Oct 2014 07:57 PM
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masterblokz is not online. masterblokz
Joined: 17 Nov 2010
Total Posts: 9517
08 Oct 2014 09:00 PM
make sure there are open spaces and make sure every single wall not just base is thick
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vacharya is not online. vacharya
Joined: 06 Jan 2011
Total Posts: 511
08 Oct 2014 09:03 PM
<3 faux
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FauxHawke is not online. FauxHawke
Joined: 08 Jun 2012
Total Posts: 2190
09 Oct 2014 07:05 AM
I will do that. Thanks, master. Been bumping this for three days already.

<3 vach
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FauxHawke is not online. FauxHawke
Joined: 08 Jun 2012
Total Posts: 2190
09 Oct 2014 05:03 PM
I made the bricks bigger, master, and it still didn't work

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eLunate is not online. eLunate
Joined: 29 Jul 2014
Total Posts: 13268
09 Oct 2014 05:07 PM
The thin floors deal also applies to thin walls. Make your walls thicker or tune the pathfinder thingy
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FauxHawke is not online. FauxHawke
Joined: 08 Jun 2012
Total Posts: 2190
09 Oct 2014 05:10 PM
all the walls are over 20,20,20

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FauxHawke is not online. FauxHawke
Joined: 08 Jun 2012
Total Posts: 2190
09 Oct 2014 07:17 PM
Bump
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masterblokz is not online. masterblokz
Joined: 17 Nov 2010
Total Posts: 9517
09 Oct 2014 08:39 PM
Create a path with parts through the pathfinding.
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FauxHawke is not online. FauxHawke
Joined: 08 Jun 2012
Total Posts: 2190
09 Oct 2014 08:43 PM
i did...look at the script.

Never trust atoms, they make up everything.™
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FauxHawke is not online. FauxHawke
Joined: 08 Jun 2012
Total Posts: 2190
09 Oct 2014 09:14 PM
bump

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