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Setting up your NPCs

What's a stealth game without its NPCs? A ghost town. A lifeless, empty sandbox where nothing moves except your shame.

You can create your own NPCs with their own outfits, gear, and maybe personalities. Assuming you can resist naming one "TestDummy" like a lazy degenerate.

Structure

In your Level folder, create a folder named Npcs or Bots.

Then, add your NPCs as BoolValues or Configuration instances. (fig. 1)

The engine has no limit on how deep it'll traverse. You can bury your NPC configs fifteen folders deep like a digital graveyard of your sanity, and it'll still find them. Not that you should, it's a level, not an archaeological site.

Nodes

NPCs need to spawn and go somewhere. They don't just stand there waiting for meaning in their artificial lives, that's your job.

Create a Nodes folder in your Level folder (fig. 2). Inside, start adding your nodes as Parts. Recommended size is 4, 0.2, 2, because apparently people still think making nodes the size of a fingernail is a good idea.

Place them around your map (fig. 3). Give them purpose. Let your NPCs have a path, a routine, something to do besides staring into the void.

Nodes must be parented to a folder. That folder becomes a node group, which lets different NPCs patrol,different areas, guards in the building, workers outside, and the one weird guy in the bathroom who doesn't move but still counts as a character.

NPC Attributes

These tell the engine who your NPCs are, what they do, and how much pain they'll cause you when debugging.

Available attributes for Biopsy 095 include:

  • CharName The NPC's name. Non-unique, because god forbid two people can't be named “Bob.” It's used in dialogue and AI chatter. For example, when a guard finds another guard knocked out:

“Control! Someone took down Kelly!” See? Instant drama.

  • Nodes A string pointing to the name of the node group. If your nodes are in a folder named OutsidePatrol, set this attribute to OutsidePatrol. The NPC will spawn in one of those nodes and start wandering around like they've got somewhere important to be.

  • Outfit A string that defines what your NPC's wearing. Because yes, apparently we need to spell this out. Available outfits include:

    • PsdPlainColourable: The PSD uniform that matches the NPC's limb colors.
    • PsdPlain: The basic PSD uniform, for when you've completely given up on fashion.
  • SkinColor racism Can be a Color3 or BrickColor. It sets the color of all limbs. Don't make them all bright neon green unless your story involves radiation poisoning.

  • Asset0, Asset1, Asset2, ... These are Roblox catalog asset IDs for accessories. You want a hat? Backpack? Tactical gear? You slap the asset ID here, and it'll get parented to the NPC automatically.