If you're building a horror game, you're probably looking for a reliable roblox scp 096 script to give your players a genuine heart attack. There is something uniquely terrifying about an entity that stays perfectly calm until you accidentally glance at its face, and then spends the rest of the round hunting you down across the entire map. It's a staple of the SCP foundation genre on Roblox, but getting the logic right isn't as easy as just slapping a follow script on a humanoid model.
Most people start by grabbing a model from the toolbox, but those are often messy, outdated, or filled with "backdoors" that can ruin your game. If you want a script that actually works without lagging your server into oblivion, you need to understand how the "Shy Guy" logic operates under the hood.
How the Face-Detection Logic Works
The most critical part of any roblox scp 096 script is the detection system. You can't just have him chase anyone who is nearby; that's just a standard zombie AI. 096 needs to trigger specifically when a player's camera is looking at his head.
In Luau (Roblox's version of Lua), we usually handle this using something called WorldToScreenPoint. Basically, the script checks the position of 096's head relative to the player's viewport. If those coordinates fall within the screen's boundaries, the script then fires a Raycast to make sure there isn't a wall or a prop in the way.
It's a bit of a balancing act. If the detection is too sensitive, players will trigger him through tiny cracks in the floor. If it's too loose, he feels broken. A good script will usually have a "grace period" of half a second or so where the player has to be looking directly at him before the screaming starts.
Transitioning into the "Rage" State
Once the script confirms a player has seen the face, it needs to switch states. This is where the fun (and the math) starts. You don't want 096 to just start running immediately. Part of the horror is that iconic, bone-chilling crying and screaming animation phase.
Your roblox scp 096 script should handle this using a State Machine. You have an "Idle" state, a "Disturbed" state (where he's covering his face and screaming), and an "Agitated" state where he actually starts the chase. During the Disturbed state, you usually want to anchor the NPC or disable his movement so he stays put while the audio plays. This builds tension. The player knows they messed up, and they have about five to ten seconds to run as far as possible before the chase begins.
Making the Chase Feel Dangerous
When 096 finally enters the Agitated state, he needs to be fast—like, really fast. But speed isn't enough. If your map has obstacles, a simple MoveTo command won't cut it because he'll just get stuck on a corner or a doorframe.
This is where you integrate the PathfindingService. A high-quality roblox scp 096 script uses pathfinding to calculate the shortest route to the target player. However, because 096 is supposed to be an unstoppable force, many scripters add a "door-breaking" mechanic. Instead of navigating around a door, the script can detect if a part with a specific attribute is in the way and simply destroy it or knock it aside.
Also, don't forget about the "Target" logic. If multiple people look at his face, the script needs to keep a table (a list) of every player who "offended" him. He should chase the first person, and once they're well, dealt with he moves on to the next person on the list. If the list is empty, he goes back to his idle state.
Optimization: Don't Kill Your Server
One mistake I see a lot in public roblox scp 096 script examples is that they run the detection logic on the server for every single player, every single frame. If you have 30 players in a server, that's a lot of Raycasts and math happening 60 times a second. It will cause massive lag.
The "pro" way to do this is to handle the "looking" detection on the Client side (via a LocalScript). Since the player's computer already knows where their camera is pointing, it's much more efficient. When the LocalScript detects that the player saw 096, it sends a signal to the server via a RemoteEvent. The server then verifies it (to prevent exploiters from triggering him on purpose to troll others) and starts the chase.
Essential Features to Include:
- Sound Effects: You need the low sobbing for idle and the high-pitched screaming for the chase.
- Dynamic Speed: Maybe he gets faster the longer the chase lasts?
- Visual Cues: A slight camera shake for the player being hunted adds a lot of atmosphere.
- Custom Animations: Don't use the default Roblox walk; he needs that frantic, long-limbed sprint.
Dealing with Common Bugs
If you're writing your own roblox scp 096 script, you're going to run into some weird bugs. One of the most common is the "infinite scream." This happens when the state machine gets stuck and the audio loop doesn't stop even after 096 has caught the player. Always make sure you have a "Cleanup" function that resets all variables and stops all sounds when the target is killed or leaves the game.
Another annoying issue is wall-clipping. Because 096 often moves at high speeds, the physics engine might occasionally push him through a wall or floor. To fix this, some scripters use RaycastParams to make sure he's always staying a certain distance above the ground, or they use a custom movement system instead of the standard Humanoid:MoveTo().
Testing the Script
Before you publish your game, you've got to stress-test the AI. Try to "cheese" it. Stand on top of a tall building, hide in a corner, or reset your character right as he's about to catch you. A robust roblox scp 096 script should be able to handle all of these scenarios without breaking.
If a player resets, the script should immediately check if anyone else is on the "hit list." If not, he should instantly calm down. There's nothing more immersion-breaking than a giant pale monster screaming at a wall because the person he was chasing isn't there anymore.
Final Thoughts on Scripting SCPs
Creating a roblox scp 096 script is a great project because it covers so many different aspects of game development: camera math, pathfinding, remote events, and state management. It's more complex than a basic "kill brick," but that's what makes it rewarding.
When you get it right—when you're walking down a dark hallway and you hear that distant sobbing, and you're terrified to even turn your camera—you know the script is doing its job. Just remember to keep your code clean, keep your logic on the client where it belongs, and maybe don't make him too fast, or your players might just give up and quit!
Horror is all about the "threat" of being caught, so give the players a fighting chance to run, even if we all know that once 096 starts running, it's usually game over. Happy scripting, and try not to look at the face while you're debugging!