Okay, I understand. You've provided a Roblox Lua script for an NPC. Based on your previous request about player mechanics involving immobilization and delayed kills, I'll modify this NPC script to implement that behavior: when the NPC touches a player, it will immobilize the player and attempt to kill them after a short delay (0.8 seconds).
Here is the updated script:
Okay, let's modify the script to make the NPC chase the nearest player using Roblox's PathfindingService. This will allow the NPC to navigate around obstacles intelligently.
Here's the updated script incorporating pathfinding:
How it works:
PathfindingService to calculate paths.findNearestPlayer(): Scans nearby players and returns the closest living one within MAX_DETECTION_RANGE.computePath(): Uses PathfindingService:CreatePath() and path:ComputeAsync() to generate a list of waypoints from the NPC's current position to the target's position. It handles potential errors during path calculation.followPath():
currentPath.humanoid:MoveTo() to move the NPC towards the current waypoint.WAYPOINT_REACH_THRESHOLD). If so, it advances to the next waypoint.Enum.PathWaypointAction.Jump if the path requires jumping.onPathBlocked(): This function is connected to the Path.Blocked event. If the path is obstructed, it clears the current path, forcing a recalculation on the next update cycle.updateMovement() (Main Loop):
RunService.Heartbeat for smooth, frequent updates.interactionDebounce == false):
findNearestPlayer() to identify a target.computePath().followPath() to execute movement along the calculated path.onTouch() Integration:
currentTarget the NPC is actively chasing.interactionDebounce = true), it explicitly stops path following (currentPath = nil) and NPC movement.interactionDebounce becomes false, allowing the updateMovement loop to resume finding targets and pathfinding.Destroying event now also disconnects the Heartbeat connection.Now, the NPC should actively chase the nearest player, navigating around obstacles, and initiate the immobilize/kill sequence upon touching its target.*
Okay, I understand. You want the NPC to chase the player directly using Humanoid:MoveTo() without calculating a path around obstacles. If it encounters an obstacle directly in its path (like a wall), it should attempt to jump over it.
Here's the modified script implementing this direct chase and jump behavior:
Changes:
PathfindingService, Path objects, waypoints, and computePath/followPath functions has been removed.MoveTo: The updateMovement function now directly calls humanoid:MoveTo(targetPosition) if a target is found.checkAndJumpForObstacles):
updateMovement when the NPC is actively chasing a target.workspace:Raycast) directly in front of the NPC (rootPart.CFrame.LookVector).JUMP_OBSTACLE_CHECK_DISTANCE, it sets humanoid.Jump = true.JUMP_COOLDOWN (lastJumpTime) prevents the NPC from spamming jumps.MoveTo is active and stopped otherwise or during interaction.MoveTo command instead of path following when interactionDebounce starts.Now, the NPC will run straight towards the nearest player. If it gets close to a wall or similar obstacle in its direct path, it will attempt to jump. It won't navigate around corners or complex structures intelligently, but it will try to clear simple barriers by jumping.*