I followed the directions carefully, but when I try to view it rendered, the screen shows up blank. No mesh at all.
Nevermind, I think i got it. Alright, maybe i'll finally have this problem out of the way in a day or two.
Hahah, I got it!
Also, your script for the inventory.hps sounds right, but it isn't working for some reason. Maybe I screwed it up somehow. Trying to combine the items just throws the boilerplate "Combination does not work!" response. SyringePlayer is the player-representing item, Speedremedy is the syringe item.
void OnGameStart()
{
AddCombineCallback("InjectSpeedRemedy","SyringePlayer","SpeedRemedy","StartSyringePowers",false);
}
void StartSyringePowers(string &in SyringePlayer, string &in SpeedRemedy)
{
RemoveItem("SyringePlayer");
RemoveItem("SpeedRemedy");
ExitInventory();
GivePlayerDamage(3,"BloodSplat",false,true);
GiveSanityDamage(40,true);
SetPlayerMoveSpeedMul(1.8);
SetPlayerRunSpeedMul(1.5);
SetPlayerLookSpeedMul(2.0);
AddTimer("heartbeat_sound", 0, "heartbeat_sound");
AddTimer("finishTimer", 10, "finishTimer");
}
void heartbeat_sound(string &in asTimer)
{
PlaySoundAtEntity("heart", "Heartbeat_fast.snt", "Player", 0, true);
AddTimer("heartbeat_sound", 8, "heartbeat_sound"); //loop sound
}
void finishTimer(string &in asTimer)
{
SetPlayerMoveSpeedMul(1); // change players speed to normal
SetPlayerRunSpeedMul(1);// change players speed to normal
StopSound("heart", 1); // stop sound if it is still playing
RemoveTimer("heartbeat_sound");
}
Edit: Nevermind, I managed to fix it. Alright, i'm going to update the code in the first post. By the way, I want to create an effect similar to the visual effect the monster roar insanity events cause: The screen tinting bright red. FadeSepiaColorTo doesn't quite seem to have what i'm looking for. Any ideas?