SetFallDamageActive(bool);
A function that sets falldamage active and inactive
SetPlayerJumpHeight(float);
Sets the jump height of the player
SetPlayerInteractionRange(float);
Sets how far the player can reach.
(I don't know how much realism this one will add, but if it's easy to include, why not?)
And more screen effects with colors, instead of only the sepia one. Gray-tone, setting the contrast, etc.
Ability to call functions when the player presses a button on the keyboard or mouse
AddRepeater(string& asName, float afTime, string& asFunction);
Adds a repeater to the script that keeps calling.
asName = Name of the repeater
afTimer = Time in between repeating
asFunction = Name of the function
void MyFunc(string &in asRepeater)
StopRepeater(string& asName);
asName = Name of the repeater
ActivateInsanityEffect(string& asEffect, bool abActive);
asEffect = Name of the insanity effect
abActive = true or false to activate or deactivate
TurnWheelToSpeed(string& asName, float afAcc, float afGoalSpeed, int alState, bool abResetSpeed);
Turns a wheel, like a valve, at a defined speed and direction.
asName = Internal name of wheel
afAcc = Acceleration
afGoalSpeed = Desired speed
alState = End state of wheel. 1 = Right. 0 = Middle. -1 = Left.
abResetSpeed = determines whether the speed is reset after goal speed is reached.
Also some stuff to the monsters would be cool.
ForceEnemyRun(string& asName, bool abActive);
Forces the monster to run.
AddEnemyPatrolNodeRepeat(string& asName, string& asFirstNodeName, string& asSecondNodeName, string& asThirdNodeName, float afWaitTime, string& asAnimation);
Forces monster to patrol between the desired pathnodes. When reaching the first pathnode, he will wait the waittime, then continue to the second pathnode etc. If no third pathnode is specified, it will go back to the first pathnode again.
So it goes like First, Second, Third, Second, First, Second, Third etc.