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[WIP] Flawless' thread of inspiration - Printable Version

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Flawless' thread of inspiration - FlawlessHappiness - 04-22-2015

Hi.


Sometimes I get a rush of inspiration, but never really finish anything.
Then I have a prototype going to waste.

I figured I'd like to share whatever I come up with.

You're allowed to use my concepts in any mod you make as long as you credit me

Parkour
Preview
Wallrunning and high jumping

Frictional Science
Preview
Inspired by the Portal series.

Confusion
Preview
Things change when the magic door closes.

Moving an entity with scripting [Animated] VERY EXPERIMENTAL
Here, I made a script on how to move a static entity with the SetEntityPos scriptline.
WARNING: Move only 1 object at a time. Can cause lag.
Spoiler below!

This has to be in your scriptfile:
PHP Code:
void MoveEntityToEntity(string &in asEntitystring &in asDestEntityfloat afSpacefloat afFreq)
{
    if(
GetLocalVarInt("Moving"+asEntity) == 1)
    {
        
AddDebugMessage("Object already moving"false);
        return;
    }
    
    
SetLocalVarFloat("MoveFreq_"+asEntityafFreq);
    
    
SetLocalVarFloat("MoveSpace_"+asEntityafSpace);
    
    
float afAmountX GetEntityPosX(asDestEntity)-GetEntityPosX(asEntity);
    
SetLocalVarFloat("MoveAmountX_"+asEntityMathSqrt(MathPow(afAmountX2)));
    
SetLocalVarFloat("MoveSpaceX_"+asEntityafSpace);
    if(
afAmountX 0)
    {
        
SetLocalVarFloat("MoveSpaceX_"+asEntity, -afSpace);
    }
    
    
float afAmountY GetEntityPosY(asDestEntity)-GetEntityPosY(asEntity);
    
SetLocalVarFloat("MoveAmountY_"+asEntityMathSqrt(MathPow(afAmountY2)));
    
SetLocalVarFloat("MoveSpaceY_"+asEntityafSpace);
    if(
afAmountY 0)
    {
        
SetLocalVarFloat("MoveSpaceY_"+asEntity, -afSpace);
    }
    
    
float afAmountZ GetEntityPosZ(asDestEntity)-GetEntityPosZ(asEntity);
    
SetLocalVarFloat("MoveAmountZ_"+asEntityMathSqrt(MathPow(afAmountZ2)));
    
SetLocalVarFloat("MoveSpaceZ_"+asEntityafSpace);
    if(
afAmountZ 0)
    {
        
SetLocalVarFloat("MoveSpaceZ_"+asEntity, -afSpace);
    }
    
    
AddTimer(asEntity0.0f"MoveObjectTimer");
}

void MoveEntityOnAxis(string &in asEntityfloat afAmountXfloat afAmountYfloat afAmountZfloat afTime)
{
    if(
GetLocalVarInt("Moving"+asEntity) == 1)
    {
        
AddDebugMessage("Object already moving"false);
        return;
    }

    
SetLocalVarFloat("MoveSpace_"+asEntity0.01);
    if(
afAmountX != 0)
    
SetLocalVarFloat("MoveFreqX_"+asEntity, (afTime/afAmountX)*GetLocalVarFloat("MoveSpace_"+asEntity));
    if(
afAmountY != 0)
    
SetLocalVarFloat("MoveFreqY_"+asEntity, (afTime/afAmountY)*GetLocalVarFloat("MoveSpace_"+asEntity));
    if(
afAmountZ != 0)
    
SetLocalVarFloat("MoveFreqZ_"+asEntity, (afTime/afAmountZ)*GetLocalVarFloat("MoveSpace_"+asEntity));
    
    
AddDebugMessage("X = "+GetLocalVarFloat("MoveFreqX_"+asEntity), false);
    
AddDebugMessage("Y = "+GetLocalVarFloat("MoveFreqY_"+asEntity), false);
    
AddDebugMessage("Z = "+GetLocalVarFloat("MoveFreqZ_"+asEntity), false);
    
    if(
afAmountX != 0)
    {
        
SetLocalVarFloat("MoveAmountX_"+asEntityMathSqrt(MathPow(afAmountX2)));
        
SetLocalVarFloat("MoveSpaceX_"+asEntity0.01);
        if(
afAmountX 0)
        {
            
SetLocalVarFloat("MoveSpaceX_"+asEntity, -0.01);
            
AddDebugMessage("MoveX = "+GetLocalVarFloat("MoveSpace_"+asEntity), false);
        }
    }
    
    if(
afAmountY != 0)
    {
        
SetLocalVarFloat("MoveAmountY_"+asEntityMathSqrt(MathPow(afAmountY2)));
        
SetLocalVarFloat("MoveSpaceY_"+asEntity0.01);
        if(
afAmountY 0)
        {
            
SetLocalVarFloat("MoveSpaceY_"+asEntity, -0.01);
        }
    }
    
    if(
afAmountZ != 0)
    {
        
SetLocalVarFloat("MoveAmountZ_"+asEntityMathSqrt(MathPow(afAmountZ2)));
        
SetLocalVarFloat("MoveSpaceZ_"+asEntity0.01);
        if(
afAmountZ 0)
        {
            
SetLocalVarFloat("MoveSpaceZ_"+asEntity, -0.01);
        }
    }
    
    
AddTimer(asEntity0.0f"MoveObjectTimerX");
    
AddTimer(asEntity0.0f"MoveObjectTimerY");
    
AddTimer(asEntity0.0f"MoveObjectTimerZ");
}

void MoveObjectTimerX(string &in asTimer)
{
    
SetLocalVarInt("Moving"+asTimer1);

    if(
GetLocalVarFloat("MoveAmountX_"+asTimer) != 0)
    {
        
SetEntityPos(asTimerGetEntityPosX(asTimer)+GetLocalVarFloat("MoveSpaceX_"+asTimer), GetEntityPosY(asTimer), GetEntityPosZ(asTimer));
        
AddLocalVarFloat("MoveAmountX_"+asTimer, -GetLocalVarFloat("MoveSpace_"+asTimer));
        if(
GetLocalVarFloat("MoveAmountX_"+asTimer) < 0)
        {
            
SetLocalVarFloat("MoveAmountX_"+asTimer0);
            return;
        }
    }
    
AddTimer(asTimerGetLocalVarFloat("MoveFreqX_"+asTimer), "MoveObjectTimerX");
}

void MoveObjectTimerY(string &in asTimer)
{
    
SetLocalVarInt("Moving"+asTimer1);
    
    if(
GetLocalVarFloat("MoveAmountY_"+asTimer) != 0)
    {
        
SetEntityPos(asTimerGetEntityPosX(asTimer), GetEntityPosY(asTimer)+GetLocalVarFloat("MoveSpaceY_"+asTimer), GetEntityPosZ(asTimer));
        
AddLocalVarFloat("MoveAmountY_"+asTimer, -GetLocalVarFloat("MoveSpace_"+asTimer));
        if(
GetLocalVarFloat("MoveAmountY_"+asTimer) < 0)
        {
            
SetLocalVarFloat("MoveAmountY_"+asTimer0);
            return;
        }
    }
    
AddTimer(asTimerGetLocalVarFloat("MoveFreqY_"+asTimer), "MoveObjectTimerY");
}

void MoveObjectTimerZ(string &in asTimer)
{
    
SetLocalVarInt("Moving"+asTimer1);
    
    if(
GetLocalVarFloat("MoveAmountZ_"+asTimer) != 0)
    {
        
SetEntityPos(asTimerGetEntityPosX(asTimer), GetEntityPosY(asTimer), GetEntityPosZ(asTimer)+GetLocalVarFloat("MoveSpaceZ_"+asTimer));
        
AddLocalVarFloat("MoveAmountZ_"+asTimer, -GetLocalVarFloat("MoveSpace_"+asTimer));
        if(
GetLocalVarFloat("MoveAmountZ_"+asTimer) < 0)
        {
            
SetLocalVarFloat("MoveAmountZ_"+asTimer0);
            return;
        }
    }
    
AddTimer(asTimerGetLocalVarFloat("MoveFreqZ_"+asTimer), "MoveObjectTimerZ");
    
    
MoveObjectCheck(asTimer);
}

void MoveObjectCheck(string &in asEntity)
{
    if(
GetLocalVarFloat("MoveAmountX_"+asEntity) == && GetLocalVarFloat("MoveAmountY_"+asEntity) == && GetLocalVarFloat("MoveAmountZ_"+asEntity) == 0)
    {
        
SetLocalVarInt("Moving"+asEntity0);
        
OnArrival(asEntity);
        return;
    }
}

void OnArrival(string &in asEntity)
{
    


To make an entity move to a specific entity, write:
PHP Code:
MoveEntityToEntity(string &in asEntitystring &in asDestEntityfloat afSpacefloat afFreq

asEntity = The entity to move.

asDestEntity = The entity to move towards.

afAmountX = The amount to move on the X-axis
Can be both positive and negative.

afAmountY = The amount to move on the Y-axis
Can be both positive and negative.

afAmountZ = The amount to move on the Z-axis
Can be both positive and negative.

afSpace = The amount of space the object moves with, per frequence.
Must be above 0.
If used with a frequence at 0.01f:
0.01f is kinda slow.
0.02f is quicker.

afFreq = How often the object moves.
Must be above 0.
0.01f looks really smooth.

To make an entity move a specific amount, write:
PHP Code:
MoveEntityOnAxis(string &in asEntityfloat afAmountXfloat afAmountYfloat afAmountZfloat afTime); 

asEntity = The entity to move.

afAmountX = The amount to move on the X-axis
Can be both positive and negative.

afAmountY = The amount to move on the Y-axis
Can be both positive and negative.

afAmountZ = The amount to move on the Z-axis
Can be both positive and negative.

afTime = Duration of animation in seconds.

When the entity has moved, the function OnArrival(string &in asEntity) calls.
PHP Code:
void OnArrival(string &in asEntity

asEntity = The entity that moved.

Variables used in this script:
float "MoveFreq_"+asObject
float "MoveAmountX_"+asObject
float "MoveAmountY_"+asObject
float "MoveAmountZ_"+asObject
float "MoveSpaceX_"+asObject
float "MoveSpaceY_"+asObject
float "MoveSpaceZ_"+asObject
int "Moving"+asObject


Scary heartbeat screen effects
A heartbeat script, that uses both screen effects and the heartbeat sound.
Spoiler below!

PHP Code:
//////////////
//HEART BEAT//

//To start heartbeat effect, add both of these lines
//SetLocalVarInt("Heartbeat", 1);
//AddTimer("HeartBeat_1", 2, "HeartBeat");
//
//To stop hearbeat use the following line
//SetLocalVarInt("Heartbeat", 0);

void HeartBeat(string &in asTimer)
{
    if(
GetLocalVarInt("Heartbeat") == 1)
    {
        if(
asTimer == "HeartBeat_1")
        {
            
PlaySoundAtEntity("heartbeat""sanity_heartbeat.snt""Player"0.0ffalse);
            
AddTimer("Beat"0.05f"HeartBeat");
            
AddTimer("Beat"0.35f"HeartBeat");
            
AddDebugMessage("EXECUTE TIMER"false);
            
AddTimer("HeartBeat_1"2"HeartBeat");
        }
        
        if(
asTimer == "Beat")
        {
            
FadePlayerAspectMulTo(1.25f20);
            
FadeRadialBlurTo(0.05f20);
            
FadePlayerFOVMulTo(0.8f30);
            
AddTimer("Beat_end"0.05f"HeartBeat");
        }
        
        if(
asTimer == "Beat_end")
        {
            
FadePlayerAspectMulTo(1.0f1);
            
FadePlayerFOVMulTo(1.0f0.75f);
            
FadeRadialBlurTo(0.0f1);
        }
    }
}

//HEART BEAT END//
////////////////// 




RE: Flawless' thread of inspiration - MrBehemoth - 04-22-2015

Cool work! I like to see experimental modding. Got me thinking about portals and how they could be used. I have an idea for shooting a portal anywhere, instead of on set points... But I've got too much to do already. Smile


RE: Flawless' thread of inspiration - FlawlessHappiness - 04-22-2015

(04-22-2015, 10:14 PM)MrBehemoth Wrote: Cool work! I like to see experimental modding. Got me thinking about portals and how they could be used. I have an idea for shooting a portal anywhere, instead of on set points... But I've got too much to do already. Smile

Sounds cool! Something about creating entities I guess...


RE: Flawless' thread of inspiration - FlawlessHappiness - 04-23-2015

New thing out.





I did not make a second level :/


RE: Flawless' thread of inspiration - Streetboat - 04-23-2015

little did alexander know, daniel can always get away from his servants with a sick wall-run into a backflip move.


RE: Flawless' thread of inspiration - FlawlessHappiness - 04-23-2015

(04-23-2015, 08:52 PM)Streetboat Wrote: little did alexander know, daniel can always get away from his servants with a sick wall-run into a backflip move.

And thus Daniel Lantern-ran his way through the halls of Brennenburg.


RE: Flawless' thread of inspiration - Slanderous - 04-24-2015

Nice dude! That looks awesome.


RE: Flawless' thread of inspiration - HumiliatioN - 04-24-2015

Wow, really original ideas you got there, keep up the great work! Smile


RE: Flawless' thread of inspiration - FlawlessHappiness - 05-04-2015

New script!

Moving an entity to another entity, or just a specific distance.

Is there anything you'd like to see in this script?


RE: Flawless' thread of inspiration - Mudbill - 05-04-2015

Doesn't
PHP Code:
void PlaceEntityAtEntity(string &in asNamestring &in asTargetEntitystring &in asTargetBodyNamebool abUseRotation); 
do the same? Or does this actually animate the entity moving towards another entity?