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Re: How would I set up an NPC model to work with :MoveTo() ?

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EmeraldSlash is online. EmeraldSlash
Joined: 24 Jun 2011
Total Posts: 229
18 Jan 2016 05:22 PM
The title says it all! I am making a pathfinding script, but do not know how to make the NPCs actually move.
:MoveTo() doesn't work :/

Thank you!
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ColonySimulator is not online. ColonySimulator
Joined: 05 Jul 2015
Total Posts: 1721
18 Jan 2016 05:34 PM
To use :Move() you have to use the "Humanoid" class not the model itself

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EmeraldSlash is online. EmeraldSlash
Joined: 24 Jun 2011
Total Posts: 229
18 Jan 2016 06:30 PM
That's what I am doing.
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ColonySimulator is not online. ColonySimulator
Joined: 05 Jul 2015
Total Posts: 1721
18 Jan 2016 07:23 PM
Are you sure the NPC joint are okay and that the part he is tracking isn't flying or something like that?
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DevDeadly3652 is not online. DevDeadly3652
Joined: 17 Nov 2011
Total Posts: 465
18 Jan 2016 07:59 PM
Ok to use the move to function use must be using it on a model
such as a player or the FULL MODEL NOT PARTS


WRONG:
game.Workspace.NPC.Torso:MoveTo(game.Workspace.Player1.Torso)


CORRECT:
game.Workspace.NPC:MoveTo(game.Workspace.Player1.Torso)
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DevDeadly3652 is not online. DevDeadly3652
Joined: 17 Nov 2011
Total Posts: 465
18 Jan 2016 08:01 PM
Ou wait srry totally Diff thing to Make NBC'S Move just use

Humanoid.WalkToPoint = Vector3.new()


or

Humanoid.WalkToPoint = pos.Position
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