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| 30 May 2013 04:38 AM |
What would be the best way for that monster to follow a certain path of bricks when it is not chasing a player? MoveTo doesn't always work, maybe stopping before the brick, or in a loop, not moving to the second brick.
Soup's on, everybody! ~LuaLearners Writer~ |
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| 30 May 2013 04:39 AM |
a monster*
Soup's on, everybody! ~LuaLearners Writer~ |
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| 30 May 2013 04:42 AM |
Did you make sure you were using MoveTo() on the humanoid? You know it makes it walk... Correct?
~ ∂◊и'₮ サ∆₮∑ ◊и ₮サ∑ ㄅⅰббㄚ ~ |
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| 30 May 2013 04:54 AM |
I put a square of 4 blocks, and used MoveTo on the Humanoid. The monster moved to the first block, then when I pushed it kept going to the first block.
Soup's on, everybody! ~LuaLearners Writer~ |
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| 30 May 2013 04:58 AM |
-Put this in the monster. Edit the stuff I noted, pl0x.
local pos1 = Block 1's coordinates ONLY. ex. 1,1,1 local pos2 = Block 2's local pos3 = Block 3's local pos4 = Block 4's
while wait() do local hum = script.Parent.Humanoid hum:MoveTo(Vector3.new(pos1)) wait(10) --Put desired amt. of time hum:MoveTo(Vector3.new(pos2)) wait(10) --Again hum:MoveTo(Vector3.new(pos3)) wait(10) --Again hum:MoveTo(Vector3.new(pos4)) end
~ ∂◊и'₮ サ∆₮∑ ◊и ₮サ∑ ㄅⅰббㄚ ~ |
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| 30 May 2013 04:59 AM |
Not sure if it's what you wanted... But it would continually move between all the blocks.
~ ∂◊и'₮ サ∆₮∑ ◊и ₮サ∑ ㄅⅰббㄚ ~ |
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| 30 May 2013 05:03 AM |
Forgot a wait()... Oops. xD
local pos1 = Block 1's coordinates ONLY. ex. 1,1,1 local pos2 = Block 2's local pos3 = Block 3's local pos4 = Block 4's
while wait() do local hum = script.Parent.Humanoid hum:MoveTo(Vector3.new(pos1)) wait(10) --Put desired amt. of time hum:MoveTo(Vector3.new(pos2)) wait(10) --Again hum:MoveTo(Vector3.new(pos3)) wait(10) --Again hum:MoveTo(Vector3.new(pos4)) wait(10) end
~ ∂◊и'₮ サ∆₮∑ ◊и ₮サ∑ ㄅⅰббㄚ ~ |
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| 30 May 2013 05:07 AM |
11:05:55.159 - Argument 2 missing or nil
On the MoveTo's
Soup's on, everybody! ~LuaLearners Writer~ |
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| 30 May 2013 05:08 AM |
function FollowTrail() local pos1 = -152.5, 2.6, -68.5 local pos2 = -152.5, 2.4, -51.5 local pos3 = -137.5, 2.6, -68.5 local pos4 = -137.5, 2.8, -51.5 while wait() do local hum = script.Parent.Humanoid hum:MoveTo(Vector3.new(pos1)) wait(3) --Put desired amt. of time hum:MoveTo(Vector3.new(pos2)) wait(3) --Again hum:MoveTo(Vector3.new(pos3)) wait(3) --Again hum:MoveTo(Vector3.new(pos4)) end end |
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| 30 May 2013 05:08 AM |
wut. o-o
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| 30 May 2013 05:11 AM |
The MoveTo needs 2 arguments.
Soup's on, everybody! ~LuaLearners Writer~ |
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digpoe
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| Joined: 02 Nov 2008 |
| Total Posts: 9092 |
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| 30 May 2013 05:28 AM |
| It's odd how they do it. Change it so argument 2 is workspace.Terrain, it should still do exactly the same. |
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| 30 May 2013 05:43 AM |
Now the monsters moving, but it's going from 1 point to a second point, around 30 studs away from where it should be.
I'm going to try making it into a repeat until instead of a function.
Soup's on, everybody! ~LuaLearners Writer~ |
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| 30 May 2013 05:46 AM |
Same effect, here's most of the script
local hit = Workspace:FindPartOnRay(ray) if hit then local char if hit:IsA("Hat") then char = hit.Parent.Parent else char = hit.Parent if char:findFirstChild("Humanoid") then enemy = true wait(math.random(5, 20)/ 10) monster.Humanoid:MoveTo(char.Torso.Position, char.Torso) else enemy = false wait(math.random(15, 50)/ 10) repeat local pos1 = -152.5, 2.6, -68.5 local pos2 = -152.5, 2.4, -51.5 local pos3 = -137.5, 2.6, -68.5 local pos4 = -137.5, 2.8, -51.5 local hum = script.Parent.Humanoid hum:MoveTo(Vector3.new(pos1), Workspace.Terrain) wait(3) --Put desired amt. of time hum:MoveTo(Vector3.new(pos2), Workspace.Terrain) wait(3) --Again hum:MoveTo(Vector3.new(pos3), Workspace.Terrain) wait(3) --Again hum:MoveTo(Vector3.new(pos4), Workspace.Terrain) wait(3) until enemy == true end end end end |
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| 30 May 2013 06:22 AM |
Bring Up My Pickles.
Soup's on, everybody! ~LuaLearners Writer~ |
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breuning
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| Joined: 30 Oct 2008 |
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| 30 May 2013 09:04 AM |
The second argument is the part they should walk to. Setting that should make it work.
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magnalite
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| 30 May 2013 09:05 AM |
| Have a move to loop which goes to part. Have a magnitude check on that part and the humanoids torso when when it is less than say 4 it then moves to the next block. |
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| 30 May 2013 09:33 AM |
I'll try Breun's first.
Soup's on, everybody! ~LuaLearners Worker~ |
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| 30 May 2013 09:50 AM |
It was almost working before I tried Breun's, but it was missing out 2 of the positions. It would go to one, wait 6 seconds, go to 3, wait 6 seconds. Idk why it's doing this.
Soup's on, everybody! ~LuaLearners Writer~ |
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| 30 May 2013 10:29 AM |
Once u issue one MoveTo to a Humanoid. He will walk about ?50? studs toward it, then stop.
So u must continually issue the MoveTo every few seconds...
Take "NPC Wait Animation" from the Catalog. It sounds like it is designed to do exactly what u want to do....
GL, Brian
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| 30 May 2013 10:32 AM |
I'll see if this works, thanks for the help.
Soup's on, everybody! ~LuaLearners Writer~ |
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| 30 May 2013 10:37 AM |
Not excactly, I have the script that makes the monster chase the player it sees, but I need the monster to follow a path of bricks when it isn't chasing a player. Kind of like from Amnesia: The Dark Descent.
Soup's on, everybody! ~LuaLearners Writer~ |
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