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Drugged player - Printable Version

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RE: Drugged player - Khyrpa - 05-21-2011

(05-21-2011, 07:17 PM)DannieWest Wrote: What do you mean with noise? Cuz the heavy breathing is still there. And FOVMul..? xD

hmm.. Now when I think: its impossible to create the exact same effect that happens when at low sanity. The wobbling view and delayed camera movement cant be created with scripting.
So I have no idea how to get the effect without the heavy breathing.
(with FOVmul I meant
FadePlayerFOVMulTo(float afX, float afSpeed);
Changes the field of view of the player
But after testing I noticed the effect that sanity damage does to the screen is only a quick change of aspectMul
FadePlayerAspectMulTo(float afX, float afSpeed);
)


RE: Drugged player - DannieWest - 05-23-2011

Ah, okay :o Then I'll go with the sanity thingy xP
Tried some too, but couldn't get the slow camera movement =/ But thanks anyways for the help!
Thanks everyone who replied, much appreciated! ^^


RE: Drugged player - SLAMnesia - 05-24-2011

Hey, im a newb at scripting, how could I make it so when I enter an Area, I don't die from fall damage but go down to "A Wound is bleeding ect" and "..." sanity
in the map you fall down a tunnel


RE: Drugged player - DannieWest - 05-24-2011

Well, you can survive a really long fall actually when health is full, and then you just create a ScriptArea and use the AddEntityCollideCallback function and GiveSanityDamage(100, true) Smile