#after a few loops, enemy goes in a random direction instead of towards the player
1 messages · Page 1 of 1 (latest)
local plr = game:GetService("Players").LocalPlayer
local rs = game:GetService("ReplicatedStorage")
local enemy = script.Parent
local event = enemy.Parent.events.spawn
local DEFAULT_STEP = 20
local DISTANCE = 128
local step = nil
local cam = workspace.CurrentCamera
local exposure = 0
step = DEFAULT_STEP
function stop()
step = DEFAULT_STEP
event:FireServer("scapegoat")
enemy.Parent = rs.Entities
enemy.BillboardGui.ImageLabel.Rotation = 0
enemy.Sound:Stop()
print("go away")
end
game:GetService("RunService").RenderStepped:Connect(function(delta)
if enemy.Parent == workspace.entities then
if enemy.Sound.Playing == false then
enemy.Sound:Play()
end
local target = plr.Character.PrimaryPart or plr.CharacterAdded:Wait().PrimaryPart
local x = target.Position.X*(delta/step)
local y = target.Position.Y*(delta/step)
local z = target.Position.Z*(delta/step)
enemy:PivotTo(CFrame.lookAt(enemy.CFrame.Position, target.Position))
enemy:PivotTo(enemy.CFrame * CFrame.new(0, 0, -1))
enemy:PivotTo(CFrame.new(enemy.Position.X-x, enemy.Position.Y-y, enemy.Position.Z-z))
step *= 1.1
if step > 50 then
step = 50
end
local pos, visible = cam:WorldToScreenPoint(enemy.Position)
local center = cam.ViewportSize / 2
local mag = (Vector2.new(pos.X, pos.Y) - center).Magnitude
if visible and mag < center.Y then
enemy.BillboardGui.ImageLabel.Rotation = math.random(-15, 15)
exposure += 1
print(exposure)
if exposure >= 30 then
stop()
exposure = 0
end
end
end
end)
pt 1
pt 2:
event.OnClientEvent:Connect(function(enem:string, switch:boolean)
local angle = math.random() * 2 * math.pi
if enem == "scapegoat" then
if switch == true then
local target = plr.Character.PrimaryPart or plr.CharacterAdded:Wait().PrimaryPart
local cframe = CFrame.new(target.Position) * CFrame.Angles(0, angle, 0) * CFrame.new(0,0, -DISTANCE)
print("goating it")
enemy.active.Value = true
enemy.CFrame = cframe
enemy.Parent = workspace.entities
end
end
end)```
serverside entity code if yall need it:
local rs = game:GetService("ReplicatedStorage")
local entityEvent = rs.Entities.events.spawn
local furthest = rs.furthestRoom
local main = coroutine.create(function()
print("you DIDNT forget to resume the coroutine like an idiot didnt happen")
while task.wait() do
if furthest.Value >= 13 then
local active = rs.Entities.scapegoat.active
rs.dialogue:FireAllClients(1, Color3.fromRGB(255, 0, 0), "WICKED")
while task.wait() do
local clock = math.random(2, 5)
task.wait(clock)
print(clock)
if active.Value ~= true then
local d20 = math.random(1, 20) -- roll to kill reese
print("rolling 1d20 to spawn")
if d20 >= 13 then
print("its here. it rolled a " .. d20)
active.Value = true
entityEvent:FireAllClients("scapegoat", true)
else print("looser " .. d20) end
end
end
end
end
end)
entityEvent.OnServerEvent:Connect(function(p, enemy:string)
print(enemy)
if enemy == "scapegoat" then
local active = rs.Entities.scapegoat.active
entityEvent:FireAllClients("scapegoat", false)
active.Value = false
end
end)
coroutine.resume(main)```
give more information, like what is the environment of the game, what you doing and stuff
It's probably an error in your math, try checking what are the maths results and check if they should be like that
and where exactly is the thing I should be looking for?
And it may be because of a floating point error
like 1.03839083932367
i just spammed and the last two number were 67 lol
wa
@cinder delta
AH
sorry uh
i think i was kinda wrong maybe?? still weird tho
it does eventually go towards the player it just
goes in a random direction at first
its weird
anywho its like
uhh
lemme record something
i dont feel like doing all that im coding a different thing right now uhh
its like a doorslike
leaning a bit more into the sjm
aspect??
randomly genned rooms etc which have a diff problem which i mightve fixed idk i havent checked
the enemy is this floating goat head thing
I dont have the niche knowledge of knowing SJM, what does SJM stand for?
spooky's jumpscare mansion
what is that???
Can you survive 1000 rooms of cute terror? Or will you break once the cuteness starts to fade off and you're running for your life from the unspeakable hideous beings that shake and writhe in bowels of this house? They wait for you, they wait and hunger for meeting you. They long to finally meet you and show you how flexible your skin can be after…
149
Ohhhhh
what doors is mainly inspired by
no it's inspired by rooms
nicorocks555
I have more niche knowledge
nico WAS inspired by that
oh
** You are now Level 3! **
damn
stuf
stfu*
i havent played doors in a good bit
i was half right
its inspired by extension of rooms
nah you were 1/4 right