[SNPCS] Can't Get An SNPC to Bloody Move.

So, I’ve been working for around an hour trying to get this SNPC to move from one position to another.
It seems as if that NPC:SetLastPosition() Is not working on SNPCS.

Code:


AddCSLuaFile( "cl_init.lua" )
AddCSLuaFile( "shared.lua" )
include('shared.lua')

ENT.bGoingToProp = false
   
function ENT:Initialize()
    self:SetModel( "models/Combine_Soldier.mdl" )
    self:SetSkin(1)
    self:SetHullType( HULL_HUMAN )
    self:SetHullSizeNormal();
    self:SetNPCState( NPC_STATE_SCRIPT )    
    self:SetHealth( 100 )
    self:SetSolid( SOLID_BBOX )
    self:SetMoveType( MOVETYPE_STEP )
    self:CapabilitiesAdd( bit.bor(CAP_MOVE_GROUND , CAP_OPEN_DOORS , CAP_SQUAD , CAP_ANIMATEDFACE , CAP_USE_WEAPONS , CAP_SQUAD , CAP_DUCK , CAP_MOVE_SHOOT , CAP_TURN_HEAD , CAP_USE_SHOT_REGULATOR , CAP_AIM_GUN ))
    self:SetMaxYawSpeed( 5000 )
    self:Give("weapon_ar2")
    self:SetUseType( SIMPLE_USE )
    self:SetEnemy(NULL)
    self.bGoingToProp = false
end

function ENT:AcceptInput( Name, Activator, Caller )    

    if Name == "Use" and Caller:IsSuperAdmin() then
        
        self:SetPos(Vector(0,0,-12250))  -- Basicly resets the entity to the middle of the gm_flatgrass
        self:DropToFloor()
        
        local effectData = EffectData()
        effectData:SetEntity(self)
        util.Effect("propspawn", effectData)
    
        local effectData = EffectData()
        effectData:SetEntity(self)
        effectData:SetOrigin(self:GetPos()+Vector(0, 0, 50))
        util.Effect("balloon_pop", effectData)
        self.bGoingToProp = false
    end    
end
    
function ENT:Think()
    local balls = ents.FindByClass("sent_ball")
    local target = balls[math.random(1,#balls)]

    if !IsValid(target) then
        self:NextThink( CurTime() + 20 )
        return;
    end
    
    
    if self.bGoingToProp == false then
        Msg("Janitor - Acquired Target")
        self:SetLastPosition( target:GetPos() )
        self:SetSchedule( SCHED_FORCED_GO_RUN )
        self:SetEyeTarget(target:GetPos())
        self.bGoingToProp = true    
    end
    
    self:NextThink( CurTime() + 10 )
end

When there is a sent_ball active it does print Janitor - Acquired Target in console, but thats pretty much it. the SNPC refuses to move AT ALL.

If anyone has any idea of what is wrong or on how I can improve my code could you please speak up. :).
Thanks! :wink:

Bump, Sorry I still need help with this, cant find any info at all.

I too am having very similar issues, particularly when my snpc model is humanoid and supposed to wield weapons. The most I can get it to do is melee bash me, without a weapon. Creatures like headcrabs or antlions behave just fine, and I’m unsure why.