There are many guides on interrogation, but they cover only certain aspects of it, with no full guides (I think). So today, I’m making a full guide to interrogation! Let’s get into it (Sorry I’m bad at intros).
Capture
Firstly, in my guide, we will capture a sweet, innocent, unsuspecting little player who ventured a little too far into the dark. First, make barriers with collision off. KEEP TRANSPARENCY AT 0.80! THIS IS IMPORTANT! We’ll get into that later. We will make barriers in a corner that progressively get darker and smaller into a corner for shadows. Make sure they are on the ABOVE layer. You can make the corner out of barriers (The prop). It should look something like this when you’re done (Sorry I didn’t have time to make it better).
Great! Now, place a circular zone that matches the size and position of the smallest/darkest circle. Have it transmit on channel “Capture”. So that people don’t all go in the interrogation room at the same time, make the zone deactivate on “Capture”.
OPTIONAL: If you want to make the interrogation able to happen multiple times, make the zone activate again on channel “Interrogation Complete”.
Next, add a teleporter. Make it teleport to target when receiving on “Capture”, and set its target group to “Room”. It should look like this:
You’re doing great! Finally, put another teleporter on a chair and put it in group “Room”. This will be where the player lands.
Great! Now, time for the containment process.
Containment
Now, we have to make sure the victim can’t escape the room, so let’s make a zone on the chair and have it transmit on “Containment”. Now, we add a speed modifier and make it so that when it receives on “Containment”, it sets the player’s speed to zero (I legitimately tried to find another method than @Firefly, but all the other ways I tried were inefficient, and mainly used barriers to surround the player, so I had to use it. Credits to @Firefly for How to tie someone to a chair (in gimkit creative ofc)). It should look like this so far:
Then, use something as a bar or rope. I used Space Trash #6, tinted completely black. Make them not active on game start, deactivate on “Interrogation Complete”, and activate on “Containment”. This is so that the bars only appear when a player arrives. Also, make the bars on the above layer. You can flip one the other direction if you want. The bars should have this:
Good work so far! If you want to make the bars precise, you can model them against a sentry. That’s it for this section! Next, we have release!
Release
Next, let’s make a button. Have that button’s interact message say “Release Prisoner” or “Eliminate Prisoner”, depending on what you wish to do when you press the button. Activate the button on “Containment” and deactivate it on “Interrogation Complete”. Make the button not available on Game Start. Also, make the button transmit on “Interrogation Complete”. It should look like this:
Awesome! Now, decide what you want to do with this button. Do you want to make it activate a damager to eliminate the player? Do you want to release them back into the game? Do you want to drop them in a pit full of sentries with quantum portals? It’s up to you. However, to release them back to the game, I would recommend two teleporters to send them away when receiving on channel “Interrogation Complete”. To eliminate them, you could use a damager for max health on channel “Interrogation Complete”. You could also teleport them into a de@th trap when receiving on that channel. It’s your decision. But that’s it for the release section. Now, onto the room itself!
Interrogation Room
There are many ways to make an interrogation room. The way I chose is a dark metallic floor with light metallic terrain as the walls, with few items in sight. You can make your interrogation room any way you want in your game. However, it is usually good to have a dark(ish) room with not too many cluttering objects. Here’s the way I did mine:
It’s pretty simplistic (I ran out of time) but you can see the general idea of it.
BONUS (Optional) Cameras
You can also add a viewing room and cameras. Simply make a separate room for viewers and add something to trigger the cameras. For cameras, you can have it so that when someone presses a button, it activates a camera point with player scope only. This is so it doesn’t trigger the cameras for everyone. When pressed, the button transmits on channel “Cameras Activate”. This channel activates the camera point/view, but also activates a game overlay called “Leave Cameras” (Also with player scope only). When this overlay is pressed, it will transmit on channel “Cameras Deactivate”. This channel with deactivate the camera point/view. That’s it! Good job!
Thank you for taking the time to read this guide! I hope you enjoyed this guide. Bye!!!
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