-- Services
local Players = game:GetService("Players")
local PathfindingService = game:GetService("PathfindingService")

-- Player and Character References
local player = Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local humanoid = character:WaitForChild("Humanoid")
local humanoidRootPart = character:WaitForChild("HumanoidRootPart")

-- Target Waypoint Positions (replace these with your desired coordinates)
local teleportPosition = Vector3.new(-201.10, 15.54, -397.42) -- First waypoint for teleport
local walkPosition = Vector3.new(-238.26, 15.54, -410.37) -- Second waypoint for walking

-- Function to teleport the player to a specific position
local function teleportToPosition(position)
    humanoidRootPart.CFrame = CFrame.new(position)
    print("Teleported to: ", position)
end

-- Function to make the player walk to a specific position
local function walkToPosition(targetPosition)
    -- Create a new path
    local path = PathfindingService:CreatePath({
        AgentRadius = 2,
        AgentHeight = 5,
        AgentCanJump = true,
        AgentJumpHeight = 10,
        AgentMaxSlope = 45,
        AgentCanClimb = false
    })

    -- Compute the path to the target position
    path:ComputeAsync(humanoidRootPart.Position, targetPosition)

    -- Check if the path status is complete
    if path.Status == Enum.PathStatus.Complete then
        local waypoints = path:GetWaypoints()

        -- Walk to each waypoint
        for _, waypoint in ipairs(waypoints) do
            humanoid:MoveTo(waypoint.Position)
            humanoid.MoveToFinished:Wait()

            -- Jump if needed
            if waypoint.Action == Enum.PathWaypointAction.Jump then
                humanoid.Jump = true
            end
        end

        print("Reached destination: ", targetPosition)
    else
        warn("Path not found to the destination.")
    end
end

-- Teleport to the first waypoint
teleportToPosition(teleportPosition)

-- Start walking to the second waypoint
walkToPosition(walkPosition)

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