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New .hps for new map? - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: New .hps for new map? (/thread-12872.html) |
New .hps for new map? - TheDanny942 - 01-26-2012 I am currently making a custom story, and in one part, I have it so the screen goes red, and it loads another map. So my question is, do I need a new .hps for a new map? And one more thing, is there any effects where you can make the player feint? Thanks! RE: New .hps for new map? - Your Computer - 01-26-2012 Yeah, you need a new .hps file for a new map. If you drop the player's sanity to 0, the player will automatically fall to the ground. RE: New .hps for new map? - flamez3 - 01-26-2012 You don't need another .hps for the other map if there is no scripts in it. I would use: Quote:FadeSepiaColorTo(float afAmount, float afSpeed); afAmount - intensity (default: 0) afSpeed - time in seconds until full effect And change the players head so he falls down. RE: New .hps for new map? - TheDanny942 - 01-26-2012 (01-26-2012, 02:55 AM)flamez3 Wrote: You don't need another .hps for the other map if there is no scripts in it. I would use:How can I change the players head? Is there a script function for that? RE: New .hps for new map? - flamez3 - 01-26-2012 You would use: Quote:FadePlayerRollTo(float afX, float afSpeedMul, float afMaxSpeed); Rotates the position of the camera on the player's body. afX - angle of rotation of head, positive being counter-clockwise afSpeedMul - speed (possibly acceleration) multiplier of the rotation (default 1, which is really slow) afMaxSpeed - maximum speed of rotation Taken from http://wiki.frictionalgames.com/hpl2/amnesia/script_functions#player : ) |