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List of Amnesia variables - Printable Version

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RE: List of Amnesia variables - Krymtel - 01-06-2012

(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


RE: List of Amnesia variables - Apjjm - 01-06-2012

(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.


RE: List of Amnesia variables - Sazureth - 01-06-2012

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?



RE: List of Amnesia variables - MrBigzy - 01-06-2012

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.