Hello, I want to make a ‘Seek Chase’, like in Doors, I want to make specified rooms only spawn during the chase, and also locked rooms will not spawn during the chase, then other entities don’t spawn, only one entity spawns to chase you, and I don’t know how to make it.
The entity spawning and spawning specified rooms parts.
Anyways, here is the room module script:
local TweenService = game:GetService("TweenService")
local door = require(script.Door)
local furniture = require(script.Furniture)
local item = require(script.Item)
local room = {}
room.info = require(script.RoomInfo)
room.lastTurnDirection = nil
room.random = Random.new()
function room.GetRandom(prevRoom)
local totalRarity = 0
for i, info in pairs(room.info) do
totalRarity += info.Rarity
end
local randomRarity = room.random:NextNumber(0, totalRarity)
local currentRarity = 0
local randomRoom = nil
for i, info in pairs(room.info) do
currentRarity += info.Rarity
if randomRarity <= currentRarity then
randomRoom = game.ReplicatedStorage.Rooms[i]
break
end
end
local direction = room.info[randomRoom.Name]["Direction"]
if (prevRoom.Name == randomRoom.Name)
or (direction and direction == room.lastTurnDirection)
then
return room.GetRandom(prevRoom)
else
if direction then
room.lastTurnDirection = direction
end
return randomRoom
end
end
function room.Generate(prevRoom, number)
local randomRoom = room.GetRandom(prevRoom)
local newRoom = randomRoom:Clone()
newRoom.PrimaryPart = newRoom.Entrance
newRoom:PivotTo(prevRoom.Exit.CFrame)
local requiresKey = false
local locations = furniture.FurnishRoom(newRoom)
if locations then
if room.random:NextInteger(1, 10) == 10 then
local random = room.random:NextInteger(1, #locations)
local randomLocation = locations[random]
requiresKey = true
item.New(randomLocation, "Key")
end
end
local newDoor = door.New(newRoom, number, requiresKey)
newRoom.Parent = workspace.GeneratedRooms
return newRoom
end
return room
Edit: And also the eyes of the entity spawning on the walls to see if the room that starts the chase is near, and like I mentioned, other entities don’t spawn during the chase.