Costum Insanity effect - 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 (https://www.frictionalgames.com/forum/forum-35.html) +--- Thread: Costum Insanity effect (/thread-6812.html) |
Costum Insanity effect - Makiavel - 03-07-2011 I failed to find the answer by the search or in "script functions" section. Is there any way I can activate costum insanity effect, not just random one? Slime_steps_run in particular? RE: Costum Insanity effect - Pandemoneus - 03-07-2011 I doubt that, but that needs verfication from the devs. RE: Costum Insanity effect - Makiavel - 03-08-2011 Thanks... OK, if this is impossible, I have another question: what script does play .snt files, not .ogg? Because void PlaySoundAtEntity(string& asSoundName, string& asSoundFile, string& asEntity, float afFadeTime, bool abSaveSound); seems only to play .ogg RE: Costum Insanity effect - Pandemoneus - 03-08-2011 Only music uses *.ogg directly when you use PlayMusic(bla bla). Sounds have *.snt files which just contain special settings and the links to the *.ogg files though. RE: Costum Insanity effect - Makiavel - 03-08-2011 Well, guess I'll have to construct the insanity event manually, using sound scripts at player pos. Thanks for the answer. |