Iterum
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| Joined: 30 Jan 2009 |
| Total Posts: 1982 |
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| 20 Aug 2015 02:35 AM |
just a zebra that all it really does is wander around a little and run away if a player gets too close to it
doesnt seem worth it imo
-ChiefDelta/Discommodate/iC7G/Vulnerite + 100 other accounts |
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chimmmihc
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| Joined: 24 Jul 2014 |
| Total Posts: 2420 |
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| 20 Aug 2015 02:47 AM |
| Just rotate the zebra in the other direction and add a body force matey. |
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Iterum
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| Joined: 30 Jan 2009 |
| Total Posts: 1982 |
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| 20 Aug 2015 02:50 AM |
Using a humanoid because animations tho
I have never used animations before lmao
Can you use them without a humanoid
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chimmmihc
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| Joined: 24 Jul 2014 |
| Total Posts: 2420 |
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| 20 Aug 2015 02:53 AM |
| Lemme get back to ya then mate. I wanna see this zebra btw. |
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Iterum
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| Joined: 30 Jan 2009 |
| Total Posts: 1982 |
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| 20 Aug 2015 02:54 AM |
Best we could do in the timeframe:
gyazo 66ea20accafaee2b990eb6e4fa9b8f4b
-ChiefDelta/Discommodate/iC7G/Vulnerite + 100 other accounts |
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chimmmihc
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| Joined: 24 Jul 2014 |
| Total Posts: 2420 |
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| 20 Aug 2015 02:59 AM |
You can use the path finding service for your zebra. Have the endpoint set at the characters lookvector - WhatZebraThinksIsASafeDistance |
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chimmmihc
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| Joined: 24 Jul 2014 |
| Total Posts: 2420 |
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| 20 Aug 2015 03:00 AM |
| That's no zebra that's a zebruh |
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Iterum
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| Joined: 30 Jan 2009 |
| Total Posts: 1982 |
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| 20 Aug 2015 03:04 AM |
"You can use the path finding service for your zebra. Have the endpoint set at the characters lookvector - WhatZebraThinksIsASafeDistance"
But couldn't I just MoveTo in a random direction? Not that that would stop them from falling off cliffs, so I guess you're right.
Oh yeah, I'd have to set the lookvector so the zebra is looking & walking in the direction not just moving.
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chimmmihc
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| Joined: 24 Jul 2014 |
| Total Posts: 2420 |
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| 20 Aug 2015 03:06 AM |
| You don't want them heading in random dir because then they have a chance to run at the player. |
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Iterum
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| Joined: 30 Jan 2009 |
| Total Posts: 1982 |
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| 20 Aug 2015 03:09 AM |
yeah i mean for wandering around
hm
how would i tell what directiont he player is coming from if they were facing backwards or something though, that'd be frusturating
i could check different positions around the zebra to tell what direction to go too but still meh
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chimmmihc
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| Joined: 24 Jul 2014 |
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| 20 Aug 2015 03:15 AM |
@Iter if your game is fp that won't be a problem.
If you wanted a wandering around script just make a random clock that random picks a zebra out of workspace and use a remote event to fire a watcher for a module function to tell the zebra to wander. A Zebra wander Ai would problay just be
Endpoint = Zebra.CFrame * CFrame.new(math.random(5, MaxX), 0, math.random(5, MaxZ)) |
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Iterum
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| Joined: 30 Jan 2009 |
| Total Posts: 1982 |
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| 20 Aug 2015 04:13 AM |
its not fp tho ;(
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Sasayaki
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| Joined: 29 Jun 2007 |
| Total Posts: 33868 |
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| 20 Aug 2015 04:16 AM |
| make its walkspeed negative while approaching the player |
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Iterum
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| Joined: 30 Jan 2009 |
| Total Posts: 1982 |
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| 20 Aug 2015 04:19 AM |
how would that help though because its still same problem
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Sasayaki
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| Joined: 29 Jun 2007 |
| Total Posts: 33868 |
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| 20 Aug 2015 04:31 AM |
Humanoid:MoveTo(player.torso.position, player.torso) with walkspeed negative would make them walk away. |
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