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Updating script support, taking requests - Printable Version

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RE: Updating script support, taking requests - Adrianis - 08-27-2013

Thanks Patrik!

I want to throw in behind Felixmole's suggestions, they would be really great if possible.
A global timer would also be really neat.


There are some others here that would be easy & clean as simple in-script functions rather than exposed engine functions (i.e. don't require messy work-arounds)
Quote:- if-else function that the parameter could turn Integers to Bools and vice-versa?
- 'AddRepeater' Adds a repeater to the script that keeps calling a function
- 'ChainEvent' Does three events in one consecutive order
If those can go in without much effort then great, but if not I'm happy to write them in a generic form and stick them up on the wiki in a easy-to-copy/paste way, or in tutorial form, to save Patrik & Co some time, along with any others that would work without nasty workarounds


RE: Updating script support, taking requests - WALP - 08-27-2013

One thing everybody wants is probably to be able to completely turn off screen effects/sanity loss from looking at a monster through script. Heard someone managed a work-around by changing game.cfg for full- conversion, though that resulted in the effects being off for the entire game ruining flexibility, So a script function would be lovely for those people


RE: Updating script support, taking requests - The chaser - 08-27-2013

I have a request:

Besides what people have said, a keyboard sensor: When you press "T" (or any letter specified by the SCRIPTER) something will happen:

void GetKeyboardSensor (string &in asLetter, string &in asFunction)
It would be useful for adding extra stuff in custom stories, so they weren't full conversions.

Example:

void OnStart()
{
GetKeyboardSensor ("V", "Shout")
}

void Shout (string &in asInput) //or similar
{
PlayGuiSound("Shout_distraction.snt", 1);
}


RE: Updating script support, taking requests - stonecutter - 08-27-2013

(08-27-2013, 05:04 PM)The chaser Wrote: I have a request:

Besides what people have said, a keyboard sensor: When you press "T" (or any letter specified by the SCRIPTER) something will happen:

void GetKeyboardSensor (string &in asLetter, string &in asFunction)
It would be useful for adding extra stuff in custom stories, so they weren't full conversions.

Example:

void OnStart()
{
GetKeyboardSensor ("V", "Shout")
}

void Shout (string &in asInput) //or similar
{
PlayGuiSound("Shout_distraction.snt", 1);
}

Totaly agree with that ... that would be awesome !


RE: Updating script support, taking requests - plutomaniac - 08-27-2013

(08-27-2013, 03:20 PM)Apjjm Wrote: Input
Spoiler below!
  • GetKeyState() for a given key code, or something similar
  • Similar deal for mouse buttons

Yes, mouse and keyboard input would be great. Also, being able to disable lights via the editor (bug).


RE: Updating script support, taking requests - Your Computer - 08-27-2013

Keyboard and mouse events are already implemented in HPL3, but that'd be awesome if we can use it before then.

I also would like to be able to use the global point light and global ambient light for maps (see Level Editor), in this way i can remove huge box lights (and easily work around the clip plane issue with box lights that extend beyond 400 meters).

Ability to attach object to player.

Ability to access tinderboxes.

Access to local fog areas.

A lot of other suggestions i would have mentioned are already mentioned, but i'll edit this post if i can think of any more.


RE: Updating script support, taking requests - Daemian - 08-27-2013

I got nothing to add. Activable items, maybe. To capture its use and code something.


RE: Updating script support, taking requests - LHudson - 08-28-2013

Bit vague and not very technical, but the ability to spawn monsters and allow them to patrol without their patrolling music playing, but with the soundtrack of that room playing. For example.

10_amb is playing, but a monster spawns. 10_amb is still playing but dan_grunt doesn't.


RE: Updating script support, taking requests - Thomas - 08-28-2013

(08-28-2013, 01:38 AM)LHudson Wrote: Bit vague and not very technical, but the ability to spawn monsters and allow them to patrol without their patrolling music playing, but with the soundtrack of that room playing. For example.

10_amb is playing, but a monster spawns. 10_amb is still playing but dan_grunt doesn't.

I think this is already possible by making a new ent file for the monster where the ambient music is empty ("").


RE: Updating script support, taking requests - Red - 08-28-2013

- A function to stop enemy music instantly.