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* A-120 is a node (rusher) entity, following the normal path of each room, in reverse order, similar to Front Rush. But has a special behavior in its path. |
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* A-120 is a node (rusher) entity, following the normal path of each room, in reverse order, similar to Front Rush. But has a special behavior in its path. |
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** We'll refer to the normal nodes originated from the common path of the rooms as "Path Nodes". |
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** We'll refer to the normal nodes originated from the common path of the rooms as "Path Nodes". |
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* Every new room A-120 enters, it will look for players in it. |
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* Every time A-120 starts going towards the first node of a room, it will look for players in it. |
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** If there are no players in the room, it will continue following the Path Nodes. |
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** If there are no players in the room, it will continue following the Path Nodes. |
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** If there are players in the room, it will choose a player, the first one in the priority list if there are multiple. |
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** If there are players in the room, it will choose a player, the first one in the priority list if there are multiple. |
Revision as of 03:27, 24 June 2025
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A-120 (Extremely detailed behavior)
- Natural A-120's can only spawn when a door to a new room is opened. The room must be one of the specifics where node entities can spawn (usually mentioned as "with hiding spots"). It has no delay. It doesn't produce any cues: no lights flickering and no earthquakes.
- A-120 is a node (rusher) entity, following the normal path of each room, in reverse order, similar to Front Rush. But has a special behavior in its path.
- We'll refer to the normal nodes originated from the common path of the rooms as "Path Nodes".
- Every time A-120 starts going towards the first node of a room, it will look for players in it.
- If there are no players in the room, it will continue following the Path Nodes.
- If there are players in the room, it will choose a player, the first one in the priority list if there are multiple.
- The priority list is in reverse alphabetical order, according to their usernames. The first one out of the players in the room will be the chosen one.
- A "Player Node", that acts exactly as a Path Node, will be added in front of the player's face, a few studs in front. Each Player Node has one Path Node assigned, which will say where A-120 starts going towards the Player Node.
- When A-120 reaches the assigned Path Node, it will go towards the Player Node. When it reaches it, it will go to the remaining Path Nodes as normal.
- The Player Nodes are only used for its corresponding A-120, not for others.
- This specific Path Nodes assigned to the Player Nodes will become "Rebound Nodes" for the next A-120's that spawn.
- If an A-120 reaches a Rebound Node (created by a previous A-120), it will instantly go towards a Player Node (the first one in the priority list[1] if there are already multiple). After reaching the Path Node, it will continue through the path as normal following the Path Nodes. Can do multiple rebounds if there are more Rebound Nodes.
- Now, with this information we can say the exact path A-120 takes, in summary:
- A-120 follows Path Nodes and Player Nodes[2], going back to a Player Node[3] (if there is any) when reaching Rebound Nodes (if there is any).
- A-120 will despawn when reaching the last Node (when there isn't any remaining Node); can be of any type.
- When a player enters its raycast, they will instantly die and get ragdolled and flinged towards it.
- God Mode avoids the instant death, but not the fling and ragdoll, which is permanent (until the player gets unragdolled through any other way).
- A-120 has an approximate movement speed of 45 studs per second (when moving only horizontally).
- When A-120 moves vertically it can reach way higher speeds, same applies for other node (rusher) entities.
- When A-120 spawns, it will be idle for a few seconds, before starting to move, it is unable to attack players during that time.
- ↑ Same priority list used for creating Player Nodes: reverse alphabetical order of the player's usernames.
- ↑ Starts going towards Player Nodes when it reaches its closest Path Node from the same room.
- ↑ The first one in the priority list. Same priority list as before: reverse alphabetical order of the player's usernames.