br45entei
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| Joined: 06 Nov 2010 |
| Total Posts: 1058 |
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| 30 May 2012 10:50 AM |
This is what I have, but it doesn't always work:
local target = GetOffendersTorso() if target ~= nil then x_or_y = math.random(1, 2) if x_or_y == 1 then x_or_y = true elseif x_or_y == 2 then x_or_y = false end vec = Torso.Poition + Vector3.new(Torso.Position.X - target.Position.X, Torso.Position.Y - target.Position.Y, Torso.Position.Z - target.Position.Z) + Vector3.new(math.random(-5, 5), math.random(), math.random(-5, 5)) Human:MoveTo(vec, target)
(This is not the whole script, just the part that runs away.)
~entei~ |
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br45entei
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| Joined: 06 Nov 2010 |
| Total Posts: 1058 |
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| 30 May 2012 10:56 AM |
(I also don't like the negative WalkSpeed method, because running backwards seems weird.)
~entei~ |
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su8
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| Joined: 06 Mar 2009 |
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| 30 May 2012 11:01 AM |
BotTorso = balhh TargetTorso = blahh n = blahhh
direction = (BotTorso.Position-TargetTorso.Position).unit Humanoid:MoveTo(BotTorso.Position+direction*n,TargetTorso) |
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GradientZ
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| Joined: 26 Apr 2012 |
| Total Posts: 2173 |
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| 30 May 2012 11:01 AM |
You do not need the negative WalkSpeed.
Are you sure it is the exact position in the database? (CILENT)
Make the character scurry away at over 20 WALKSPEED, and it will manage to go through a brick.
~Say WUUUT?~ |
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br45entei
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| Joined: 06 Nov 2010 |
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| 30 May 2012 11:01 AM |
Is no one replying because of the stupid 'Your post can only contain 60 characters'? Just delete the 'Re: ' ...
~entei~ |
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br45entei
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| Joined: 06 Nov 2010 |
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| 30 May 2012 11:03 AM |
^ Yes, As I said, I don't want negative Walkspeed, I want the opposite direction of a part's position!
~entei~ |
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br45entei
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| Joined: 06 Nov 2010 |
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| 30 May 2012 11:04 AM |
@ su8;
In: `BotTorso = balhh TargetTorso = blahh n = blahhh direction = (BotTorso.Position-TargetTorso.Position).unit Humanoid:MoveTo(BotTorso.Position+direction*n,TargetTorso)`
What does `n` need to be?
~entei~ |
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su8
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| Joined: 06 Mar 2009 |
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| 30 May 2012 11:05 AM |
Opposite direction is always
-(direction) |
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GradientZ
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su8
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| Joined: 06 Mar 2009 |
| Total Posts: 6334 |
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| 30 May 2012 11:05 AM |
>What does `n` need to be?
n doesn't really matter if the humanoids walks n studs in less than the time when it calls the MoveTo function again..
It's just the distance to that direction |
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br45entei
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| Joined: 06 Nov 2010 |
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| 30 May 2012 11:23 AM |
su8, I tried yours and the humanoid just stands there... I know Everything else is setup right, and I'm not getting any output.
~entei~ |
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su8
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| Joined: 06 Mar 2009 |
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| 30 May 2012 11:41 AM |
| Show me the script you used.. Because you need to modify mine.. |
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br45entei
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| Joined: 06 Nov 2010 |
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| 01 Jun 2012 06:26 AM |
zombie = script.Parent.Zombie Torso = script.Parent.Torso n = 1 --???
while wait() do target = game.Workspace.Brick if target ~= nil then direction = (Torso.Position - target.Position).unit zombie:MoveTo(Torso.Position + direction*n, target) zombie.WalkSpeed, zombie.Parent.Attacking.Value = 10, true else zombie.WalkSpeed, zombie.Parent.Attacking.Value = 1, false end end --[[End Test Successful!]]
~entei~ |
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br45entei
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| Joined: 06 Nov 2010 |
| Total Posts: 1058 |
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| 01 Jun 2012 07:07 AM |
Oh, I got it now! I found that if I make `n = 5` then the zombie runs away! Thanks.
~entei~ |
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