Five Nights at Freddys Jumpscare Triggers

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.
  • Hi All!


    So i'm making a fnaf fangame, and I ran into something I didn't know. If you don't close the door in a certain amount of time the bad guy is supposed to kill you. I've tried every way I can think of and he doesn't jumpscare you. Could someone please tell me how to do this? Or could you link a tutorial if any?

    Thanks

  • Well the way i have done it is that a made a new counter that starts counting up if the image of when an animatronic in my doorway is visible (in this case i have a counter that is set to different numbers and displays different images for animatronic movement based on the counters value). If the counter that starts counting up when an animatronic is in the doorway reaches a certain number, then the jumpscare plays. you want to make sure there is also a condition that has the jumpscare animation stopped if the counter for the animatronic in the doorway is not equal to the number that plays the jumpscare.

    Sorry if this sounds confusing, it makes more sense when its actually in game.

    The 1 problem that i am currently trying to figure out is that if the door is closed, i still get jumpscared, so i need to figure that out.

    Hope this helps!

  • I'm quite experienced with Fusion, so I'll tell you my method.

    Items I use:

    *Counter (keeping track of animatronic) we'll call this: Anim. Bonnie will be used as an example
    *Counter (door close / door open) we'll call this: doorCounter. (If the counter is 0, means door is open. If counter equals 1, door is closed)
    *Counter (camera close/up. Very important. If you don't want this, replace cameras with something else, like a control panel)
    So, let's say if Anim is equal to 5, then Bonnie is in the office.
    If Anim is equal to 4, that means he is outside the door.

    Now, the way it's setup in my version / way: (note, you have to have things like buttons programmed.)

    So basically, if you have all the doors setup, buttons and everything.

    If Anim (aka Bonnie counter) is equal to 4
    (Insert a new condition)>>> and the door counter is equal to 0 (open)
    (insert a new condition)>>> and camera counter equals 1 >>> set Anim (aka bonnie counter to 5).


    Now what I just explained, is how Bonnie gets into the office.
    See, the bonnie counter was 4, meaning he was by the door. However, the door was open, so Bonnie stood there.
    ALSO, the cameras were up, so that means GAME OVER.

    Jumpscare time:

    If Anim (bonnie counter) is equal to 5
    (insert a new conditioN) >>> And door is open (meaning door counter=0)
    (insert a new condition) >>> and the cameras are down >>>>>>>>>>>>>>>>>> then Play "bonnieJumpscare"


    This might've not been clear, so ask any questions.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!