#Adding a Boss
A boss is one entry in Config.Boss.Models — no script changes needed. Worked example, based on how the
final-stage boss was actually added to this project:
- Get a rigged Model with a
Humanoid(or at least oneBasePartto act asPrimaryPart) and put it inWorkspace["New Map"]["BOSS - Models"], positioned somewhere between the two Gates you want as its arena. - Pick two existing Gates to bound its patrol area —
ArenaStartGateandArenaEndGate. If you don't have a natural "end" gate for a new arena, duplicate an existingGate<N>Safepart, move it into position, and give it a unique name (Gate<N>Safefor whichever stage it belongs to) — don't leave two Gates sharing a name,FindFirstChildwill resolve to whichever one happens to come first and you won't know which. - Add the Config entry:
{ TemplateName = "YourModelName", -- must match the Model's Name exactly RuntimeName = "BossYourModelName", DisplayName = "Your Boss Name", ArenaStartGate = "GateN", ArenaEndGate = "GateNSafe", -- Optional: match this boss's speed to whatever that gate's own "Recommended level" sign says, -- instead of the shared default Speed. See Tuning Difficulty. MatchRecommendedLevel = true, }, - Press Play.
BossServicelogs one line per boss on boot ([BossService] <name> ready: X a..b, floor Y c, scale Nx, animation ...) — if a boss doesn't show up, that line (or its absence, or awarn) tells you exactly why: model not found, gates not found, or noBasePartto anchor to.
Scale, catch radius, turn speed, chase speed, and reset delay are all optional per-entry overrides on top of
the shared defaults at the top of Config.Boss — only specify what makes your new boss different from the
others. See Bosses for how the three shipped bosses behave, and
Tuning Difficulty for how MatchRecommendedLevel actually computes speed.