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Insanity sound - 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: Insanity sound (/thread-29793.html) Pages:
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Insanity sound - Lars - 04-02-2015 In the original Amnesia game, they have some sound (something like the sound when you are insane) when you enter an area that is with a lot of bodies or with organic stuff. I took a look at the map and I thought it was because of an script area. So I removed it but the "insanity sound" was still there. The map I looked at was 23_torture_transept and in the torture rooms you could hear the sound. My question is what makes the sound? Sorry for bad english* RE: Insanity sound - Darkfire - 04-02-2015 Why would you want to remove that sound ? You have to delete AreaTerror arreaS, because there are a few of them, one for each room. In case the game crashes after that, you'd have to remove some script. I still can't understand why you want to do it 0_o How it works: There's an area. In the "On start" section of the map's script there's an AddEntityCollideCallback func. This means that now when you enter(alState = 1), leave (alState = -1) or both (alState = 0) a function is executed. This func (search for CollideTerrorArea to see this function) starts the sound if you enter (if alState = 1) or stops it when you leave (it's the part after "else"). Look all functions here https://wiki.frictionalgames.com/doku.php?id=hpl2/amnesia/script_functions RE: Insanity sound - Lars - 04-02-2015 (04-02-2015, 05:55 PM)Darkfire Wrote: Why would you want to remove that sound ? I don't want to remove it. I want it in my custom story but I don't know how to get the sound at an area. RE: Insanity sound - Daemian - 04-02-2015 I think what you want is this function GiveSanityDamage(10, true);. Take that line to your mod and you should get the effect+sound. Careful, 100 of Sanity Damage makes the player faint. RE: Insanity sound - Darkfire - 04-02-2015 Depends what exact sound he means. I thought of ui_torture.ogg RE: Insanity sound - Lars - 04-04-2015 Thanks but I have one more thing ![]() RE: Insanity sound - Slanderous - 04-04-2015 (04-04-2015, 03:46 PM)Lars Wrote: Thanks but I have one more thing Use checkpoints RE: Insanity sound - Darkfire - 04-04-2015 That's true. And I think you have to kind of reset the script, for example if you have AddEntityCollideCallback that triggers the monster, you'll have to use that script again in the checkpoint script, because it disappears after first usage. Like this: Spoiler below!
Say if you don't understand smth. RE: Insanity sound - Lars - 04-05-2015 (04-04-2015, 05:29 PM)Darkfire Wrote: That's true. And I think you have to kind of reset the script, for example if you have AddEntityCollideCallback that triggers the monster, you'll have to use that script again in the checkpoint script, because it disappears after first usage. Like this:So what you actually do is set a checkpoint when the monster spawns or at another point and within that function you reset the command wich calls in the monster by just putting in in there again. RE: Insanity sound - Darkfire - 04-05-2015 Yes: The function that I called "CheckP" is called when you die. You see, when the monster entity is activated, the invisible/unactive one reappears after the active one vanishes. At least that is how I see it; it also may reappear when you die. Anyway, you get the point. If you want to see how FG made it in original, go to map 24_torture_choir_east. |