#Hey anyone Know how to make a player control Monster
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just give a costume to the player
No not like a costume like an Player when the players move the model moves with it
then make the model part of the body of the costume
Like the huggy wuggy game?
Yea
You can use the AI method which is creating an AI
that follows the player that’s assign as a monster
I meant a player control what you control where the player that is moving around is playing at the monster no costumes no AI player control only.
that's some pretty advanced stuff
There’s no way tho you would have to stick to what you got
you could set the player up in a room to press buttons that make the monster move on a set path
AI is the easiest way because manually you would have to do a lot of calculation
You could use a player get forward vector so when the player does the monster does
that would be so buggy due to recroom's awful networking
Pretty much it’s like making from scratch a 3rd person controller
idk why tho, you could just make a costume
Or an AI that follows an assigned player
If he wants custom animations or jump scares
@spice tundra is this why you don't want a costume?
Yes when the player selects the monster I’m trying to put it on their player when they can move around they use trigger handles to attack and use their ability
I mean it is possible to jump scare with a costume but you would have to do extra work like finding the location of the player and also making a trigger volume to follow the player and as you said rec room’s networking is bad
Your only option is AI then
Or creating a character controller from scratch
well when the monster catches the player it could just teleport them to a jumpscare room
or you should practice making normal AI first before making player controlled
You would have to use 30hz for making the trigger volume move
It’s as easy as assigning the AI a role to follow
And then clamping all stuff you need into the model
or the player can hold an item
that's how springtrapshunt did it
That only gives one tick doesn’t it?
I don’t think it updates
you clamp a trigger volume to it
Like if you try to do constant shooting with a toggle button then it will just tick once
Or you could make the 30hz toggleable
With an if chip
you don't need any 30hz for it
you can take a weapon then design it and clamp a trigger volume to it
so when it touches a player that player gets teleported to a jumpscare room
It’s not linked to delta time tho and it will just act with the players frame rate or that’s what I think
Or an animated seat I guess
if it's clamped then the position gets updated with the weapon
so wherever the weapon is, the trigger volume goes there to
Okay now I understood
but you gotta make sure to configure the trigger volume to ignore the killers
But the issue with that is that you can’t change the physics mode of a weapon and if you forgot to freeze it then it’s going to be all messed up
if you have it clamped already then it doesn't matter
even in edit mode, the clamp will make sure the items stick to the weapon
I made plenty of games with items clamped to physical objects
it even stays clamped when the item respawns
I mean the issue is when setting it up
You can freeze it when setting it up initially, but afterwards you unfreeze it
I don’t think anyone here is thinking clearly considering that the best solution is using recroom AI
Set position and rotation of the monster to the player’s rotation and position
That’s what I wanted to say
AI is best because you can set custom animations or jumpscares without having to teleport
Just like how project playtime did (or that’s what I think)
You can still use animations with what I said
Ya'll are over complicating this so damn much.....
If you want to do the ^FlashlightFreeze type of control:
Use the Player's Position but use Vector Split and connect the X & Z to a Vector3 Create, and change the Y to be where the floor if the map is. Then use this with the Position for Set Transform, and use the Player's Forward Vector as the Rotation.
If you want to do the other one (where the player is in the map inside of the monster):
Use a Set Transform with the Player's Position & Forward Vector, and use a Role Chip assigned to the player as the monster to Hide This Avatar.
@glad wraith @molten thorn @near crane @spice tundra
Both of these are so much easier than making an entire algorithm for an automated AI, which is not easier than ya'll say.
Dont know why you @ed me
I @'d everyone in this chat
Fair but we both said to just set position and rotation
Fair
Y'know what, I'm just gonna make this as an invention (one with basic features for free, and another with improved and efficient with more features for a cost)
use the ol’ cube on back holster method lol, then use a seat and animation gizmo
Well I saw a tutorial with the object spawner
Where you just take the position of a goblin and then raise it
Don’t touch the object spawner
It’s broken as hell and should really be depreciated
For the record, the same applies to combatant chips
Also that doesn’t work because it rotates with you when you crouch