if distToTarget > CONFIG.LoseRadius ^ 2 then -- Too far – give up and look for another player self.CurrentTarget = nil coroutine.yield() else -- 3️⃣ Move toward the player self:MoveToPos(self.CurrentTarget:GetPos(), tolerance = CONFIG.AttackDistance, timeout = 10, repath = 1, maxage = 2, goalpos = self.CurrentTarget:GetPos() )
-- ----------------------------------------------------------------- -- Optional: footstep sounds – makes the bot feel more alive -- ----------------------------------------------------------------- function ENT:FootStepSound() self:EmitSound(CONFIG.FootstepSound, 70, 100, 0.5, CHAN_AUTO) end Nico-s Nextbots Script
coroutine.yield() end end
for _, ply in ipairs(player.GetAll()) do if not IsValid(ply) or not ply:Alive() then continue end if distToTarget > CONFIG
-- ----------------------------------------------------------------- -- Core AI loop – runs every tick on the server -- ----------------------------------------------------------------- function ENT:RunBehaviour() while true do -- 1️⃣ Acquire / validate target if not IsValid(self.CurrentTarget) or not self.CurrentTarget:Alive() then self.CurrentTarget = self:FindClosestPlayer() end if distToTarget >
-- Simple damage packet (feel free to replace with a more complex system) local dmg = DamageInfo() dmg:SetAttacker(self) dmg:SetInflictor(self) dmg:SetDamage(30) -- damage per hit dmg:SetDamageType(DMG_SLASH) -- any type you like self.CurrentTarget:TakeDamageInfo(dmg)