damage - 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: damage (/thread-16698.html) |
damage - EXAWOLT - 07-02-2012 hey again, anyone know how to use this script? void GivePlayerDamage(float afAmount, string& asType, bool abSpinHead, bool abLethal); Reduces the health of the player. afAmount - amount of damage done to health asType - plays a certain effect on the screen when the damage is dealt (BloodSplat, Claws or Slash) abSpinHead - changes the camera view when damage is dealt abLethal - set to true if player can die from given damage i dont know what to type RE: damage - Adny - 07-02-2012 (Note, player's maximum health is 100.0f) afAmount - A float (decimal) value used to determine how much damage is given to the player asType - A string ("string") that determines screen/sound affect that will accompany the damage; different screen effects have different blood patterns that appear on the screen abSpinHead - a Boolean (true/false) value that determines whether or not the player's head will spin (make a jerking motion) when the damage is received abLethal - a Boolean (true/false) value that decides whether or not the player will instantly die from the damage, regardless of the float value/how much the player has left. so, an example could be: void ugondie() { GivePlayerDamage(25.0f, "Claws", false, false); } This function will cause 25 damage, have 3 diagonal streaks of blood across the screen, the player's head won't move, and it won't be fatal. Hope that helped! RE: damage - EXAWOLT - 07-02-2012 it worked perfectly, tanks m8 |