I added working FNAF animatronics to my Minecraft map (No Mods)

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Published 2024-06-23
I want to recreate the full gameplay of FNAF Security Breach RUIN in Minecraft. And what better way to start than by making the animatronics and make them work! Be sure to subscribe if you enjoyed and turn notifications on to know when I upload next!

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˃ Chapters
0:00 Making Monty
28:56 Making Ruined Roxy
42:09 Gameplay Showcase

˃ Building FNAF Videos
FNAF 1:    • I built a working FNAF 1 map in Minec...  
FNAF 2:    • I built a working FNAF 2 map in Minec...  
FNAF 3:    • I built a working FNAF 3 map in Minec...  
FNAF 4:    • I built a working FNAF 4 map in Minec...  
Sister Location:    • I built a working FNAF Sister Locatio...  
Sister Location Custom Night:    • I built a working FNAF Custom Night m...  
FNAF 6:    • I built a working FNAF 6 map in Minec...  
Security Breach:    • I built all of FNAF Security Breach i...  
RUIN:    • Building FNAF Security Breach RUIN in...  
FNAC:    • I built a working Five Nights at Cand...  
FNAC 2:    • I built a working Five Nights at Cand...  

˃ Minecraft Building Tools
minecraft-heads.com/player-heads
haselkern.com/Minecraft-ArmorStand/
minecraft.tools/en/

#minecraft #fivenightsatfreddys #fnaf #fanverse #fnac

All Comments (21)
  • @CuppaTeaExe
    I want to recreate the full gameplay of FNAF Security Breach RUIN in Minecraft. And what better way to start than by making the animatronics and make them work! If you're interested in seeing what's next, make sure to subscribe with notifications on so you don't miss the next video! Join the Discord Server for more updates! discord.com/invite/dy4cE2X Become a Channel Member: youtube.com/channel/UCqh4zbarMilTDz2YefeRLtw/join
  • 17:55 Monty not stopping to chase the player is reminiscent to the glitch AstralSpiff found with Monty’s AI in Security Breach which would be really cool to recreate for the animatronics AI in Minecraft! Giga Monty returns!!!
  • @EnderFox23
    The mad lad has done it again. He’s on his way to UCN at this point
  • @chloekoh193
    Monty has a wandering trader and a zombie in him… Who knew he’s the new stitchwraith here 👀
  • @Isuspi
    Cuppatea: (Spends hours creating the most impressive and awesome freeroam system ever) "alright now that i'm finished with the example..."
  • I'm just starting to make my own custom fnaf 1 map, but I am NOT standing a chance to cuppa, I mean look at this, this man can do anything in Minecraft Cuppa, you have inspired millions of people on making their own builds and commands by following your lead, it is incredible that you have made this without losing hope.. You are my motivation on making these types of stuff, I love you Cuppa, and I hope you inspire more like you inspired me..
  • @SchmeeMan
    “Or I can use something that’s already in Minecraft to make my life more easier.” Greatest quote from Cup I’ve ever heard.
  • Im impressed at the accuracy to the game, having multiple montys simultaneously is such a neet detail to add
  • @nationalpv
    Bro is a god at Minecraft commands.. HOW?!?!?!? 😭 You deserve to get 1M subs. This is insane. Actually no, EVERY Minecraft player needs to see this
  • Oh my God you're finally doing the main game of security breach...I thought it would be a lot longer until this point!
  • @-RandoBando-
    THEM BEING FREE ROAMING IS AWESOME!!!!!!!!!!! You’ve come so far with command blocks!!!!!!! the farthest I’ve ever gone is making a wall disappear!
  • @_-pingas-
    What about Monty and Roxy leap? Also this is really cool man good job!
  • After he finishes both Security Breach and RUIN, all that would remain would be UCN and FNAF World. Despite being called a bad game, FNAF World is still played to an extent. Though, would FNAF World even be possible? Better question would be, is CuppaTea even going to attempt it?
  • It would be too cool if you make your own fnaf game based on the study of almost every fnaf that you made before (an original fangame in Minecraft). -
  • This is crazy complex, very impressive you were able to do this in your pizzaplex map with armour stands and using that many command blocks😳❤️thanks for showcasing the process :) it’s really interesting to see how you made this Cuppa :)
  • @genreartz
    The commands and the amount of armour stands used is ✨Incredible✨, the details with the animatronics is 🔥🔥🔥
  • @DemonicDemon6
    This video is great! there are a few improvements you can do to make your commands more efficient, making them less laggy and reducing the total number of command blocks - In the video, you use the data command to tag the zombie `/data merge entity <entity> {Tags:["MontyZ"]}`. You should instead use the /tag command `/tag <entity> add MontyZ`. This has the added benefit of allowing you to directly remove the MontyZ tag with `/tag <entity> remove MontyZ` instead of just changing the data - You used `@e[type=minecraft:player`. There is NO reason why you should use that over `@a` as @a looks for players ONLY. @e is less efficient and more laggy as Minecraft will have to search through every entity in the game to see if they are a player. Even better is using @p as it only checks the closest player - [17:07] You don't need to chain multiple executes in a single command. `/execute as <selector> run execute if entity <selector>` is just a more inefficient way of saying `execute as <selector> if entity <selector>`. This one confuses me as you don't do it in other places? - [24:12] The command: `execute at @e[tag=MontyZ] run tp @e[type=minecraft:player] ^ ^ ^1 facing entity @e[tag=MontyZ]` requires Minecraft to search for MontyZ twice. This is inefficient because it can easily be solved by doing `execute as @e[tag=MontyZ] at @s run tp @a ^ ^ ^1 facing entity @s`. This command requires Minecraft to search through every entity once by adding an `as @e` at the beginning and @s to refer to that entity - [4:37] Instead of spawning an armorstand in front of Monty and having the body face that to have the body face the same direction as the zombie, you can just use `rotated as`. This is how it could work: `execute as @e[tag=MontyZ] at @s rotated as @s run tp @e[tag=MontyBody1] ^ ^ ^ ~ ~`. The command will run as the zombie, then it will run positioned at the zombie's position, then it will run while rotated in the same direction as the zombie. This means we can use relative positioning (~ ~) instead of `facing entity <selector>` after the tp command. - Furthermore, you don't need to use `facing` with an entity. Let's use the command above. If I want to have MontyBody to always face to the LEFT of the zombie, I can use `execute as @e[tag=MontyZ] at @s run tp @e[tag=MontyBody1] ^ ^ ^ facing ^1 ^ ^`. When using rotated as, facing and positioning, you can create Monty without having so many extra invisible armourstands near him. Less armourstands = less lag, more efficiency and less command blocks - [12:55] You actually can have the system work in the day. What you can do is just remove the milk bucket from the wandering trader's HandItems[0] slot. Putting: `data remove entity @e[tag=MontyZ,limit=1] HandItems[0]` in a repeating command block will keep removing the milk item from view. The wandering trader should also have the `{Silent:1b}` tag so you don't hear the milk drink sound
  • @CardonHacer
    3:45 An easier method to have an entity have the same position and rotation as another entity is doing "/execute as @e[tag=entity1] at @s run tp @e[tag=entity2] ~ ~ ~ ~ ~". The fourth and fifth value in a tp command are normally for rotation, so making all 5 values be ~ makes the second entity teleport to the exact position and rotation as the first. You can also offset the rotation by making the fourth value be ~ followed by a number (e.g. ~50) to make the rotation offset by a specific angle. Hopefully this helps for future implementations. :)
  • @Mokeywastaken
    Make an entirely different CUSTOM Fnaf with CUSTOM animatronics and make it a free roam map!