Making a Working Roblox Doors Figure Script

If you're trying to build a horror game that captures that specific "Doors" vibe, finding a reliable roblox doors figure script is likely at the top of your to-do list. Let's be real for a second—Figure is probably one of the most terrifying entities on the platform, and it isn't because he's fast or flashy. It's because he's blind and he's listening. Recreating that mechanic in Luau (Roblox's version of Lua) isn't exactly a walk in the park, but it's a fun challenge once you get the hang of how pathfinding and magnitude work.

Most people think you can just grab a generic "zombie follow" script, slap a meat-looking model on it, and call it a day. But Figure is different. To get it right, your script needs to handle sound detection, pathfinding through complex rooms like the Library, and a state machine that switches between wandering and hunting. If you've ever sat in a closet at Door 50 with your heart racing, you know the AI has to feel smart, but fair.

Understanding the "Blind" Mechanic

The core of any roblox doors figure script is the concept of hearing rather than seeing. In a standard Roblox NPC script, you'd usually use a Raycast or a simple "look at" function to see if the player is in the monster's line of sight. Figure doesn't care about that. To make a script that feels authentic, you have to code a system that reacts to the player's movement speed and state.

In your script, you're basically checking for two things: Is the player moving, and are they crouching? If the player is crouching, their "noise radius" should be tiny, almost zero. If they're sprinting, that radius expands significantly. Your script should constantly check the distance between Figure and any nearby players. If the player is within that "noise radius" and they aren't crouching, the script should trigger a pathfinding event toward that player's last known position.

It sounds simple on paper, but getting the transitions smooth is where it gets tricky. You don't want Figure to just teleport or snap toward the player. He needs to turn his head, maybe roar, and then start that heavy, thumping walk toward the sound.

Setting Up Pathfinding and Waypoints

Since the environments in Doors—especially the Library—are full of obstacles like bookshelves, desks, and stairs, you can't just move Figure in a straight line. You have to use Roblox's PathfindingService.

A solid roblox doors figure script starts by defining a series of "patrol nodes." These are invisible parts scattered around your map. When Figure isn't chasing anyone, the script should pick a random node and tell him to walk there. This makes him feel like he's actually patrolling the room looking for snacks (you).

The trick is handling what happens when a path is blocked or when the player makes a noise mid-patrol. You'll want to use path:ComputeAsync() to calculate the route and then a loop to move him through the GetWaypoints() array. If a sound is detected, you have to break that loop, re-calculate a path to the sound's origin, and speed him up a bit to add that extra layer of tension.

Handling the Heartbeat Minigame

You can't talk about a roblox doors figure script without mentioning the closet hiding mechanic. When a player jumps into a wardrobe, Figure shouldn't just stand outside like a confused puppy. He needs to linger.

From a scripting perspective, this usually involves a "ProximityPrompt" or a touch event on the closet that tells the Figure script: "Hey, the player is hidden now." At this point, you can trigger a "Search" state. The AI moves close to the closet and waits. This is usually where you'd fire a RemoteEvent to the client to start that rhythm-based heartbeat minigame.

If the player fails the minigame, the script should immediately trigger a "Kill" function that pulls the player out of the closet. If they succeed, the script should tell Figure to give up and resume his patrol. It's all about these little interactions that make the AI feel "alive" rather than just a bunch of lines of code.

Optimizing the Script for Lag

We've all played games where the monster teleports across the room or gets stuck walking into a wall for five minutes. That's usually a sign of a poorly optimized script. When you're writing your roblox doors figure script, you need to be careful with how often you're running checks.

Running a while true do loop that checks pathfinding every 0.01 seconds will absolutely murder your server's performance. Instead, use task.wait() and only update the pathing when necessary—like when the player moves a certain distance or when Figure reaches his current goal.

Also, consider doing some of the visual stuff on the client side. While the server should handle Figure's actual position (to prevent cheating), the animations, footstep sounds, and screen shakes can be handled by a LocalScript. This keeps the movement looking buttery smooth even if the server is under a bit of stress.

Making Figure "Smarter" Over Time

One of the coolest things about the actual Figure in Doors is how he seems to get more aggressive as you collect more books. If you're building your own version, you can totally script this too.

You can set up a variable called something like EnrageLevel. Every time a player completes an objective, you increment that number. In your roblox doors figure script, you use that variable to multiply Figure's walk speed or expand his hearing range. By the time the players are almost done, he should be a literal nightmare to avoid.

It adds a layer of progression to the encounter. It isn't just about hiding; it's a race against a monster that's slowly learning where you are.

Common Bugs and How to Fix Them

If you're testing your script and Figure is spinning in circles or ignoring you completely, don't worry—it happens to the best of us. Usually, it's a collision issue. Make sure that the Figure model has CanTouch enabled but maybe CanCollide off for certain parts of his limbs so he doesn't get snagged on corners.

Another common issue is the "Sound Logic" getting stuck. Sometimes Figure will head toward a sound and then just stay there forever. You need to make sure your script has a "timeout" function. If he reaches the sound location and doesn't find a player within 5 seconds, he should automatically revert back to his Patrol state.

Final Thoughts on Scripting Horror AI

Creating a roblox doors figure script is a great way to learn about advanced NPC behavior. It forces you to think about more than just "go to player." You have to think about what the monster hears, how it navigates a 3D space, and how it interacts with the environment.

The best part about coding this yourself is that you can tweak it to fit your game's specific vibe. Maybe your version of Figure is faster but has worse hearing. Maybe he can "smell" players if they stay in one spot for too long. Once you have the basic pathfinding and state machine down, the possibilities are pretty much endless.

Just remember to test it with friends. Nothing reveals a bug in an AI script faster than a player doing something totally unpredictable, like jumping on top of a bookshelf or trying to dance in front of the monster. Keep refining it, keep tweaking the hearing radius, and eventually, you'll have an entity that's just as iconic (and terrifying) as the original.