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Anchored actors with local rendering

Flying skulls internals

A registered skull prop becomes a server-controlled actor. The server publishes phases and targets; each client interpolates its own visual proxy, so no per-frame positions cross the network.

FF_Horror 5 related functions

1. Registration

registerSkull stores the original prop as the permanent patrol anchor and publishes a registration hash map with speeds, radii, hit points, facing offset and light settings. The original prop is never animated; it marks where patrols happen and it is what Zeus moves to relocate the haunt.

2. Motion model

ModeBehaviour
patrolRandom point within patrolRadius of the anchor at patrol speed.
traversalDirect movement to a point at traversal speed, then patrol.
flyArc at least 50 m above the higher endpoint, with climb and descent folded into travel time.

skullTick runs the server state machine. Target and phase transitions are broadcast; clients run skullLocal plus skullMotionPosition to place the proxy, and a joining client starts at the current path position rather than replaying the flight.

3. Player interaction

During patrol a skull acquires a visible player within 50 m and hunts at traversal speed. Under one metre it jumps to a point in front of that player's camera, waits briefly and returns. The affected client computes the face position (other clients use eye position and direction), which keeps the scare accurate without trusting a remote client's camera. Direct projectile hits on the bone surface count toward hitPoints; skullHit covers scripted damage.

4. Freezing for photos

Single player can use accTime = 0. Multiplayer cannot, so ZEN exposes Freeze/Resume and scripts may publish FF_horror_skullFrozen as a boolean. Frozen motion keeps its progress and does not complete.

5. Cleanup and edge cases

  • Deleting the prop unregisters the skull when auto-registration is enabled.
  • Moving the anchor farther than twice the patrol radius (minimum 3 m) triggers an automatic traversal home.
  • A scripted command without a destination returns the skull to its anchor.
  • Unregistering stops local lights, particles and the proxy on every client.

Related functions

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