Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I’ve done flashlight behavior for my scrapped/unfinished fnaf 2 map once, and it worked by having the player’s right click hooked by an entity (one called game_ui) to send mapping inputs n stuff. I imagine this could be cool for an implementation, but what I’m imagining could be horrible for multiplayer (maybe?)
Buttons would indeed be better for multiplayer, although the added chaos could be a bit much if the mechanics are “100% accurate” lol!
Someone on YouTube has made a detailed FNAF 4 AI overview before, I’m pretty sure of it. I suppose I could take a look at that, but idk if I’m personally interested enough in making it. I never really played fnaf 4, y’know?
I get you, FNAF4 just has the most unique setting for me and I was a sucker for the exaggerated horror designs, do what makes you happy with your time I just got bored and had fun making this suggestion!