Skip to content

Entities

Mae edited this page Nov 24, 2023 · 3 revisions

Paranoia - An experimental horror mod for BONELAB.

Entity Scripts

Moving

Entities that move in some way.

Chaser

Chaser

Chases the player down, playing a random noise.


  • Movement Speed (Float) : How fast it moves.
  • Shootable (Bool) : Disables it disappearing when near. You have to set up the shooting logic.
  • Possible Sound (AudioClip[]) : All possible sounds to play.
  • Audio Source (AudioSource) : The audio source to play the sounds from.

Follower

Follower

Follows the player slowly.


  • Movement Speed (Float) : How fast it moves.
  • Shootable (Bool) : Disables it disappearing when near. You have to set up the shooting logic.

Mirage

Mirage

Rapidly darts around the map.


  • Movement Speed (Float) : How fast it moves.
  • Despawn Time (Float) : How long until it despawns
  • Shootable (Bool) : Disables it auto despawning. You have to set up the shooting logic.
  • Min X (Float) : The minimum X value the mirage can move to.
  • Max X (Float) : The maximum X value the mirage can move to.
  • Min Z (Float) : The minimum Z value the mirage can move to.
  • Max Z (Float) : The maximum Z value the mirage can move to.

Vanisher

Heads for the player until spotted, then does what he does best.


  • Look Threshold (Float) : The threshold for looking at it. Higher = more precise.
  • Movement Speed (Float) : How fast it moves.
  • Vanish Object (GameObject) : The object to disable.
  • Vanish Particles (ParticleSystem) : The particle system to play.
  • Vanish Sound (AudioSource) : The audio source to play.

Crasher

Crasher

Like a chaser, but crashes the game once near. Must be shot.


  • Movement Speed (Float) : How fast it moves.
  • Possible Sound (AudioClip[]) : All possible sounds to play.
  • Audio Source (AudioSource) : The audio source to play the sounds from.

PLEASE. SET UP A THING TO MAKE IT DISAPPEAR WHEN SHOOTING IT. GIVE THE PLAYER A CHANCE. THERE"S AN EXAMPLE ON HOW TO DO THAT IN THE EXAMPLES FOLDER OF THE UNITY PACKAGE.

Weeping Angel

WeepingAngel

You should know what this does.


Look Threshold (Float) : The threshold for looking at it. Higher = more precise. Movement Speed (Float) : How fast it moves.

  • Shootable (Bool) : Disables it disappearing when near. You have to set up the shooting logic.

Static

Entities that are instructed to stay still.

Watcher

Watcher

Watches, waits. You are alone.


  • Time To Despawn (Float) : How long it stays for.

Crying

Crybaby.


  • No fields. Set up audio/disappearing on your own with trigger lasers.

Special

Special entities that don't follow typical procedure.

Paralyzer

Paralyzer

Appears in front of the player and freezes them in place until gone.


Paralysis Sound (AudioSource) : The audio source to play.

Radio

Radio

Plays music and sometimes attracts Fords.


Audio Clips (AudioClip[]) : The clips that may play Audio Source (AudioSource) : The audio source to use.

AudioEvent

Random noise.


Audio Clips (AudioClip[]) : The clips that may play Audio Source (AudioSource) : The audio source to use.

Stalker

Stalker

Appears in a random place near the player, stares, and leaves.


  • Time To Despawn (Float) : How long it stays for.

Extra Scripts

Seasonal Entity

SeasonalEntity

Changes the material of the entity depending on if it's Christmas or Aprils Fools.


  • Renderer (MeshRenderer) : The mesh renderer of the entity.
  • Christmas Material (Material) : The material to use on Christmas.
  • April Fools Material (Material) : The material to use on April Fools.
  • On Christmas (UltEvent) : The ultevent to run on Christmas.
  • On April Fools (UltEvent) : The ultevent to run on April Fools.