Uniform System
About
This product, created in 2024 for Asahi Tech, was fully scripted and designed by me.
Main Menu
About
This product, created in 2023 for Affinity, was fully scripted and designed by me.
Death System
About
This product, created in 2023 for Affinity, was fully scripted and designed by me.
Hood Weapon System
About
This product, created in 2024 for South Atlanta, was fully scripted and designed by me.
Horror Game Lobby System
About
This product, created in 2024 for Round 2 NYC, was fully scripted and designed by me.
Weapon & Movement System
About
This product, created in 2024 for Myself, was fully scripted and designed by me.
Anti Cheat
Features
Anti Fly
The fly detection works by monitoring the player’s position and movement. If the player is in the air or their speed or height exceeds certain thresholds, it flags the player as flying.
Noclip Detection
This script creates a ray from the last position to the current position of the player. If the ray hits a part in the workspace that isn’t part of the character, it means the player has moved through a solid object, which is detected as a noclip attempt.
Teleporting Detection
This feature works by comparing the distance between the player’s last and new position. If the distance is greater than what’s possible with the player’s walkspeed, it’s detected as a teleportation attempt.
Tool Abuse Detection
This feature works by keeping track of how many tools the player has equipped in a certain amount of time. If the player equips tools more frequently than a certain rate, it’s detected as tool spamming.
Note
The system version lacks certain features, including Roblox Player version verification, flags system and additional anti-exploit mechanisms for proper testing
This product, created in 2023 for Myself, was fully scripted and designed by me.
Monster AI
Features
Pathfinding
The AI utilizes Roblox’s built-in pathfinding capabilities to navigate the game environment. If the monster becomes stuck, the system detects this and responds by respawning the monster.
Finding System
Upon locating a player, the monster triggers a jumpscare sound effect and other visual cues to signal that the player has been found. The monster also performs a customizable ‘found’ animation before initiating the chase.
Chase System
During the chase, the monster does not rely on pathfinding but instead uses a MoveTo function (a placeholder for a future pathfinding implementation). The monster can lose sight of the player if they manage to put enough distance between them or use obstacles such as walls to break line of sight.
Attacking System
The attacking system provides players with opportunities to escape before being eliminated. The system is adjustable and can be configured to include an execution animation upon player elimination.
Note
This AI is designed to emulate the behavior of the “CHAIN” Monster’s AI.
This product, created in 2023 for Myself, was fully scripted and designed by me.