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Full Version: List of Amnesia variables
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(01-04-2012, 07:14 PM)Your Computer Wrote: [ -> ]As far as i know, the game doesn't expose that kind of information to scripts (though it can be clearly seen in game with certain info turned on). I tried working around the issue by attaching an object to the monster and detecting for collision, but that wasn't allowed either.
I heard Apjjm created a script that detects collision in his WIP Katamari
(01-06-2012, 03:23 PM)Krymtel Wrote: [ -> ]
(01-04-2012, 07:14 PM)Your Computer Wrote: [ -> ]As far as i know, the game doesn't expose that kind of information to scripts (though it can be clearly seen in game with certain info turned on). I tried working around the issue by attaching an object to the monster and detecting for collision, but that wasn't allowed either.
I heard Apjjm created a script that detects collision in his WIP Katamari
Indeed, however, you cannot attach props to enemy models (or attach enemy models to props). I had to use a little work around in my katamari system.

But yes, it appears internal variable information is not exposed except through the functions provided. That isn't to say you cant find a work around or somehow track it yourself.
Okay, newbie has some more questions; I have a function void SetInsanitySetEnabled(string& asSet, bool abX); where the asSet is the insanity effect I want to enable/disable. Is there a list of the names, so what do I use if I want to, for example, disable the mouse delay -thing and screen effects?
When debugging, you can activate them separately on the bottom right drop down menu when you press F1. I'm guessing those are the names of the sets.


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