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* 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. |
* 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. |
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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. |
* 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. Moves horizontally at an approximate of 45 studs per second. |
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** We'll refer to the normal nodes originated from the common path of the rooms as "Path Nodes". |
** We'll refer to the normal nodes originated from the common path of the rooms as "Path Nodes". |
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* Every time A-120 starts going towards the first node of a room, it will look for players in it. |
* 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. |
** 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 last one in the priority list if there are multiple. |
** If there are players in the room, it will choose a player, the last one in the priority list if there are multiple. |
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*** The priority list adds the players in the order they join the game, the last to load will be the last one in the list. |
*** The priority list adds the players in the order they join the game, the first player to load in will the first one in the list, while the last one to load will be the last one in the list. |
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*** A-120 will register the chosen player's position. The closest Path Node will become a special Path Node: a "Rebound Node". Rebound Nodes always have one player assigned, and will only disappear if another Rebound Node is created in the same room. |
*** A-120 will register the chosen player's position. The closest Path Node will become a special Path Node: a "Rebound Node". Rebound Nodes always have one player assigned, and will only disappear if another Rebound Node is created in the same room. |
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**** When A-120 reaches a Rebound Node, it will go towards its assigned player (with a little offset: a few studs in front of them horizontally). When it reaches that point, it will go to the remaining Path Nodes as normal. |
**** When A-120 reaches a Rebound Node, it will go towards its assigned player (with a little offset: a few studs in front of them horizontally). When it reaches that point, it will go to the remaining Path Nodes as normal. |
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***** If the assigned player for a Rebound Node is currently dead, A-120 will not go towards the player, as if it was a normal Path Node. |
***** If the assigned player for a Rebound Node is currently dead, A-120 will not go towards the player, as if it was a normal Path Node. |
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* Now, with this information we can say the exact path A-120 takes, in summary: |
* Now, with this information we can say the exact path A-120 takes, in summary: |
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** A-120 follows Path Nodes and Rebound Nodes, going to the assigned player of each Rebound Node |
** A-120 follows Path Nodes and Rebound Nodes, going to the assigned player of each Rebound Node when reaching it (if there is any and the player is alive). |
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*** A-120 will despawn when reaching the last Node (when there isn't any remaining Node). |
*** A-120 will despawn when reaching the last Node (when there isn't any remaining Node). |
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**** If the last Node is a Rebound Node, it will despawn once it reaches its assigned player. |
**** If the last Node is a Rebound Node, it will despawn once it reaches its assigned player (if it is alive). |
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* When a player enters its raycast, they will instantly die and get ragdolled and flinged towards it. |
* When a player enters its raycast, they will instantly die and get ragdolled and flinged towards it. |
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** God Mode avoids the instant death, but not the fling and ragdoll, which is permanent (until the player gets unragdolled through any other way). |
** God Mode avoids the instant death, but not the fling and ragdoll, which is permanent (until the player gets unragdolled through any other way). |
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* A-120 has an approximate movement speed of 45 studs per second (when moving only horizontally). |
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** When A-120 moves vertically it can reach way higher speeds, same applies for other node (rusher) entities. |
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All A-120 investigation made by me, supported by Box and others. |
''All A-120 investigation made by me, supported by Box and others.'' |
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