This is what I get for developing at 2:00 AM

I made a minor change to my zombie ai where they’d just enter brainless chase mode when Roblox pathfinding fails them, I was not expecting them to put it to such good use

4 Likes

Virgin 5,000 lines of code that can’t get NPCs to jump properly
Vs.
Chad “just chase the player”

5 Likes

holy shit they’re evolving

better ai than amelia and navy npcs

Amelia could use the basic Roblox chase Ai and it would singlehandedly increase her difficulty tenfold

minor necrobump but this is kinda relevant

I needed to revisit zombie AI because I was working on adding building tools to the game, and if you just encased yourself in a base you’d be impossible to reach, so the Zombie pathfinding would fail and they’d fall back on brainless mode, which isn’t enough to navigate any of the more complicated maps

It turns out there’s actually a lot more you can do with the default Roblox pathfinding than I initially thought

(the walls were unanchored here oops)

I put PathfindingModifiers in the structures that tell zombies they can walk through them but it’ll cost them, so they’ll attempt to flank through the least defended point of the build

(idk why the quality got shot so hard on this clip even though it’s literally shorter and larger file size)

I’m probably gonna have to keep coming back to the ai because if the zombies ever can’t reach you then the game kinda falls apart

2 Likes

ok so for some reason the zombies weren’t stacking up if you just built an overhang and camped there[1] so I ended up making a recursive function that finds the exact point where a player’s build connects to an anchored part so they can tactically destroy it to knock the whole build down


  1. Because there were PassThrough Pathfinding Modifiers on the Structures, the Roblox pathfinding seems to think the player standing on it is just floating in the air, so the pathfinding just goes to the point below them instead of failing. (I guess because they think the floating player will eventually fall???) Since the pathfinding doesn’t fail they don’t enter brainless chase mode like they would if you were out of bounds, so they sort of just sit there instead of towering wildly. ↩︎