#Hey anyone Know how to make a player control Monster

1 messages · Page 1 of 1 (latest)

spice tundra
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Do anyone know how to make a player control monster because I’m trying to use it for my game

near crane
spice tundra
near crane
spice tundra
molten thorn
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You can use the AI method which is creating an AI

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that follows the player that’s assign as a monster

spice tundra
near crane
molten thorn
near crane
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you could set the player up in a room to press buttons that make the monster move on a set path

molten thorn
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AI is the easiest way because manually you would have to do a lot of calculation

molten thorn
near crane
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that would be so buggy due to recroom's awful networking

molten thorn
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Pretty much it’s like making from scratch a 3rd person controller

near crane
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idk why tho, you could just make a costume

molten thorn
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If he wants custom animations or jump scares

near crane
spice tundra
molten thorn
molten thorn
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Or creating a character controller from scratch

near crane
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or you should practice making normal AI first before making player controlled

molten thorn
molten thorn
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And then clamping all stuff you need into the model

near crane
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that's how springtrapshunt did it

molten thorn
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I don’t think it updates

near crane
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you clamp a trigger volume to it

molten thorn
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Like if you try to do constant shooting with a toggle button then it will just tick once

molten thorn
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With an if chip

near crane
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you don't need any 30hz for it

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you can take a weapon then design it and clamp a trigger volume to it

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so when it touches a player that player gets teleported to a jumpscare room

molten thorn
molten thorn
near crane
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so wherever the weapon is, the trigger volume goes there to

molten thorn
near crane
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but you gotta make sure to configure the trigger volume to ignore the killers

molten thorn
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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

near crane
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if you have it clamped already then it doesn't matter

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even in edit mode, the clamp will make sure the items stick to the weapon

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I made plenty of games with items clamped to physical objects

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it even stays clamped when the item respawns

molten thorn
near crane
glad wraith
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I don’t think anyone here is thinking clearly considering that the best solution is using recroom AI

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Set position and rotation of the monster to the player’s rotation and position

molten thorn
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AI is best because you can set custom animations or jumpscares without having to teleport

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Just like how project playtime did (or that’s what I think)

glad wraith
junior latch
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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.

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@glad wraith @molten thorn @near crane @spice tundra

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Both of these are so much easier than making an entire algorithm for an automated AI, which is not easier than ya'll say.

junior latch
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I @'d everyone in this chat

glad wraith
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Fair but we both said to just set position and rotation

junior latch
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Fair

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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)

violet radish
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use the ol’ cube on back holster method lol, then use a seat and animation gizmo

molten thorn
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Where you just take the position of a goblin and then raise it

glad wraith
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It’s broken as hell and should really be depreciated

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For the record, the same applies to combatant chips

glad wraith