Shaky Script - 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: Shaky Script (/thread-17448.html) |
Shaky Ground - Brothersvv09 - 08-03-2012 Does anyone know the script for when the ground should shake and when to add a scream effect inside in game. Thank you! RE: Shaky Ground - Statyk - 08-03-2012 void StartScreenShake(float afAmount, float afTime, float afFadeInTime, float afFadeOutTime); Shakes the screen. afAmount - intensity of the shake afTime - duration of the shake afFadeInTime - time in seconds until full intensity is reached afFadeOutTime - time until screen is back to normal __________________________________________________________________________________ void PlaySoundAtEntity(string& asSoundName, string& asSoundFile, string& asEntity, float afFadeTime, bool abSaveSound); Creates a sound on an entity. asSoundName - internal name asSoundFile - the sound to use + extension .snt asEntity - the entity to create the sound at, can be “Player” afFadeTime - time in seconds the sound needs to fade abSaveSound - determines whether a sound should “remember” its state. If true, the sound is never attached to the entity! Also note that saving should on be used on looping sounds! RE: Shaky Script - Lizard - 08-03-2012 void StartScreenShake(float afAmount, float afTime, float afFadeInTime, float afFadeOutTime); PS: i would sugest that you do not use any number higher than 0.4 in float afAmount. I never put the amount higher than 0.3 example void OnStart() { AddEntityCollideCallback("Player", "Name_Of_Area", "Name_Of_Function", true(this deletes the area after collision), 1); } void Name_Of_Function(string &in asParent, string &in asChild, int alState) { StartScreenShake(0.2, 2, 0, 1); } 0.2 = the power of the shake 2 = Is how long the shake should last 0 = How long it should take for the shake to reach max shake (0 means max is reached immediately) 1 = How long it should take for screen to be back to normal |