Jumpscares
Last updated
Last updated
To define a jumpscare, simply add the Jumpscare Trigger component to the trigger object. You can choose between Direct, Indirect and Audio jumpscare types. Within each jumpscare type, you can set the Trigger Type.
To define a Direct Model Jumpscare type, you must assign a Jumpscare model and set the Model ID so that it can be used within the Jumpscare Trigger component.
The HEROPLAYER object contains a component called Jumpscare Direct in which you can define your direct jumpscares. The Model Object should be placed inside the JumpscareHolder object, which is the parent of the PlayerVirtualCamera object.
In the Jumpscare Trigger component, set the Jumpscare Model ID to the Model ID you defined in the Jumpscare Direct component.
Within the Indirect Jumpscare type, you have additional option to enable Look At Jumpscare. This will rotate the player's view to Look At Target. You have the option to lock the player, which will prevent the player from moving during the jumpscare.
If you enable the End Jumpscare With Event option, the jumpscare will only be ended when you call the Jumpscare Trigger ->TriggerJumpscareEnded() method.
In the Jumpscare Trigger component, set the Trigger Type to Event. Then create a look at target object, add a Look At Trigger component, and assign the Jumpscare Trigger -> TriggerJumpscare() method to the On Look At event.
To activate the effects, you just need to enable the toggle located beside the titles Influence Wobble or Influence Fear.