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How to script Fainting? - 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: How to script Fainting? (/thread-19042.html) |
How to script Fainting? - taylor122002 - 11-02-2012 Hello everyone! I have a question for scripting. I'm making a custom story, and I set up the map so in one room, right when you open the door, you see a torso with some blood. And I want to make a script area so when you enter the script area, you collapse or faint for a moment. I don't know how I would script this, could someone help me? I don't know how to even begin the part of fainting when walking into a scripted area. But, I tried anyways. Here's what I did: AddEntityCollideCallback("Player", "Faint", "Faint", true, 1); void SetPlayerSanity(float afSanity); { SetPlayerSanity(0); } See, I don't even know where to begin. Lol Originally, I had this before I set it to "void SetPlayerSanity...": void Faint(string &in asParent, string &in asChild, int alState) { SetPlayerSanity(0); } and that did nothing. I apologize if this didn't make sense. RE: How to script Fainting? - FlawlessHappiness - 11-02-2012 Look what fricitonal games did. What i would use is: 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 SetPlayerCrouching(bool abCrouch); SetPlayerActive(bool abActive); FadeImageTrailTo(float afAmount, float afSpeed); Applies the image trail effect to the screen. afAmount - intensity (default: 0) afSpeed - time in seconds until full effect FadeRadialBlurTo(float afSize, float afSpeed); Applies radial blur effects to the screen. afSize - intensity (default: 0) afSpeed - time in seconds until full effect RE: How to script Fainting? - naseem142 - 11-02-2012 For a newbie i would i use this simple script :p When the player collides with the "Faint" Script area he will get a 5 sanity damage ( you can edit it as much as you want til 100 ) void OnStart() { AddEntityCollideCallback("Player", "Faint", "Faint", true, 1); } void Faint(string &in asParent, string &in asChild, int alState) { GiveSanityDamage(5.0f, true); } |