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Hungover Effect
RawkBandMan Offline
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Posts: 1,146
Threads: 35
Joined: Nov 2010
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#2
RE: Hungover Effect

Okay, on the OnStart put this (If you want to be dizzy when you FIRST enter the map)

GiveSanityDamage(80.0f, false);
AddEntityCollideCallback("Player", "scriptarea_1", "nomoredizzy", true, 1);

Then put this anywhere else

void nomoredizzy(string &in asParent, string &in asChild, int alState)
{
GiveSanityBoost();
GiveSanityBoost();
GiveSanityBoost();
GiveSanityBoost();
}


That should do it!

I've come to learn to not fear the living, nor the dead... But the monsters that hide in closets.
(This post was last modified: 02-03-2012, 01:54 AM by RawkBandMan.)
02-03-2012, 01:54 AM
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Messages In This Thread
Hungover Effect - by Loveridge - 02-02-2012, 11:26 PM
RE: Hungover Effect - by RawkBandMan - 02-03-2012, 01:54 AM
RE: Hungover Effect - by Streetboat - 02-03-2012, 04:45 AM
RE: Hungover Effect - by Loveridge - 02-04-2012, 04:04 PM



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