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Spoilers - AMFP script functions & full conversion progress
palistov Offline
Posting Freak

Posts: 1,208
Threads: 67
Joined: Mar 2011
Reputation: 57
#1
Spoilers - AMFP script functions & full conversion progress

Parsed from the executable. Some are mildly spoilerish. You've been warned. Working on a way to implement full conversion mods. I'll post updates or a new thread when I can. You can check progress here https://github.com/palistov/amodforpigs

Spoiler below!

void ConnectEntities(string &in asName, string &in asMainEntity, string &in asConnectEntity, bool abInvertStateSent, int alStatesUsed, string &in asCallbackFunc)

void InteractConnectPropWithMoveObject(string &in asName, string &in asPropName, string &in asMoveObjectName, bool abInteractOnly,bool abInvert, int alStatesUsed)

void InteractConnectPropWithRope(string &in asName, string &in asLeverName, string &in asPropName, bool abInteractOnly, float afSpeedMul,float afMinSpeed, float afMaxSpeed, bool abInvert, int alStatesUsed)

void RemoveEntityCollideCallback(string &in asParentName, string &in asChildName)

void AddEntityCollideCallback(string &in asParentName, string &in asChildName, string &in asFunction, bool abDeleteOnCollide, int alStates)

void BreakJoint(string &in asName)

void AddBodyImpulse(string &in asName, float afX, float afY, float afZ, string &in asCoordSystem)

void AddBodyForce(string &in asName, float afX, float afY, float afZ, string &in asCoordSystem)

void AddPropImpulse(string &in asName, float afX, float afY, float afZ, string &in asCoordSystem)

void AddPropForce(string &in asName, float afX, float afY, float afZ, string &in asCoordSystem)

void SetMoveObjectStateExt(string &in asName, float afState, float afAcc, float afMaxSpeed, float afSlowdownDist, bool abResetSpeed)

void SetMoveObjectState(string &in asName, float afState)

void SetPropAnimationPosition(string &in asProp, float afPos)

void SetPropAnimationSpeed(string &in asProp, float afSpeed)

void PauseCurrentPropAnimation(string &in asProp, float afFadeTime)

void PlayCurrentPropAnimation(string &in asProp, float afFadeTime, bool abLoop)

void StopPropAnimation(string &in asProp)

void PlayPropAnimation(string &in asProp, string &in asAnimation, float afFadeTime, bool abLoop, string &in asCallback)

void ResetProp(string &in asName)

float GetPropHealth(string &in asName)

void AddPropHealth(string &in asName, float afHealth)

void SetPropHealth(string &in asName, float afHealth)

int StringToInt(string &in asString)

string& GetEnemyStateName(string &in asName)

int GetEnemyState(string &in asName)

void ForceTeslaPigSighting(string&in asName)

void SetTeslaPigEasyEscapeDisabled(string&in asName, bool abX)

void SetTeslaPigSoundDisabled(string&in asName, bool abX)

void SetTeslaPigFadeDisabled(string&in asName, bool abX)

void SetEnemyDeaf(string&in asName, bool abX)

void SetEnemyBlind(string&in asName, bool abX)

void PlayScriptedAnimation(string &in asEnemyName, string &in asAnimationName, bool abLoopAnimation)

void StopAnimationAndContinue(string &in asEnemyName, float afTimeOut)

void SendEnemyTimeOut(string &in asEnemyName, float afTimeOut)

void SetManPigType(string &in asManPigName, string &in asManPigType)

void SetEnemyMoveType(string &in asEnemyName, string &in asMoveType)

void ChangeEnemyPose(string&in asName, string&in asPoseType)

bool GetPlayerCanSeeEnemy(string &in asEnemyName)

float GetEnemyPlayerDistance(string &in asEnemyName)

void TeleportEnemyToNode(string &in asEnemyName, string &in asNodeName, bool abChangeY)

void PlayEnemyAnimation(string &in asEnemyName, string &in asAnimName, bool abLoop, float afFadeTime)

void ClearEnemyPatrolNodes(string &in asEnemyName)

void AddEnemyPatrolNode(string &in asEnemyName, string &in asNodeName, float afWaitTime, string &in asAnimation, bool abLoopAnimation)

void ForceEnemyWaitState(string &in asName)

void ShowEnemyPlayerPosition(string &in asName)

void SetEnemyDisableTriggers(string &in asName, bool abX)

void FadeEnemyToSmoke(string &in asName, bool abPlaySound)

void SetEnemyIsHallucination(string &in asName, bool abX)

void SetEnemyActivationDistance(string &in asName, float afX)

void SetEnemyDisabled(string &in asName, bool abDisabled)

void AttachAreaToProp(string &in asAreaName, string &in asProp, int alBody)

void SetNPCFollowPlayer(string &in asName, bool abX)

void SetNPCAwake(string &in asName, bool abAwake, bool abEffects)

void DetachFromStickyArea(string &in asAreaName)

void AttachBodyToStickyArea(string &in asAreaName, string &in asBody)

void AttachPropToStickyArea(string &in asAreaName, string &in asProp)

void SetAllowStickyAreaAttachment(bool abX)

void SetButtonCanBeSwitchedOff(string &in asName, bool abCanBeSwitchedOff)

void SetButtonCanBeSwitchedOn(string &in asName, bool abCanBeSwitchedOn)

void SetButtonSwitchedOn(string &in asName, bool abSwitchedOn, bool abEffects)

void SetMultiSliderCallback(string &in asName, string &in asCallback)

void SetMultiSliderStuckState(string &in asName, int alStuckState, bool abEffects)

int GetLeverState(string &in asName)

void SetLeverInteractionDisablesStuck(string &in asName, bool abX)

void SetWheelInteractionDisablesStuck(string &in asName, bool abX)

void SetLeverStuckState(string &in asName, int alState, bool abEffects)

void SetWheelStuckState(string &in asName, int alState, bool abEffects)

void SetWheelAngle(string &in asName, float afAngle, bool abAutoMove)

void SetPropObjectStuckState(string &in asName, int alState)

int GetSwingDoorState(string &in asName)

bool GetSwingDoorClosed(string &in asName)

bool GetSwingDoorLocked(string &in asName)

void SetLevelDoorLockedText(string &in asName, string &in asTextCat, string &in asTextEntry)

void SetLevelDoorLockedSound(string &in asName, string &in asSound)

void SetLevelDoorLocked(string &in asName, bool abLocked)

void SetSwingDoorOpenAmount(string &in asName, float afOpenAmount, float afDuration, bool abOpenTowardsMaxAngle)

void SetSwingDoorDisableAutoClose(string &in asName, bool abDisableAutoClose)

void SetSwingDoorClosed(string &in asName, bool abClosed, bool abEffects)

void SetSwingDoorLocked(string &in asName, bool abLocked, bool abEffects)

void SetLampLit(string &in asName, bool abLit, bool abEffects)

void SetLampCanBeLitByPlayer(string &in asName, bool abLit)

void RemoveAttachedPropFromProp(string &in asPropName, string &in asAttachName)

void AddAttachedPropToProp(string &in asPropName, string &in asAttachName, string &in asAttachFile, float fPosX, float fPosY, float fPosZ, float fRotX, float fRotY, float fRotZ)

void DetachPropFromBone(string &in asChildEntityName)

void AttachPropToBone(string &in asChildEntityName, string &in asParentEntityName, string &in asParentBoneName, float fPosX, float fPosY, float fPosZ, float fRotX, float fRotY, float fRotZ)

void StopPropMovement(string &in asName)

void RotatePropToSpeed(string &in asName, float afAcc, float afGoalSpeed, float afAxisX, float afAxisY, float afAxisZ, bool abResetSpeed, string &in asOffsetArea)

bool GetPropIsInteractedWith(string &in asName)

void SetPropStaticPhysics(string &in asName, bool abX)

void SetPropActiveAndFade(string &in asName, bool abActive, float afFadeTime)

void SetPropEffectActive(string &in asName, bool abActive, bool abFadeAndPlaySounds)

bool GetEntitiesCollide(string &in asEntityA, string &in asEntityB)

void SetEntityInteractionDisabled(string &in asName, bool abDisabled)

void SetEntityConnectionStateChangeCallback(string &in asName, string &in asCallback)

void SetEntityCallbackFunc(string &in asName, string &in asCallback)

void SetEntityPlayerInteractCallback(string &in asName, string &in asCallback, bool abRemoveOnInteraction)

void SetEntityPlayerLookAtCallback(string &in asName, string &in asCallback, bool abRemoveWhenLookedAt)

void CreateEntityAtArea(string &in asEntityName, string &in asEntityFile, string &in asAreaName, bool abFullGameSave, float afPosX, float afPosY, float afPosZ, float afRotX, float afRotY, float afRotZ)

void SetEntityCustomFocusCrossHair(string &in asName, string &in asCrossHair)

bool GetEntityActive(string &in asName)

bool GetEntityExists(string &in asName)

void SetEntityActive(string &in asName, bool abActive)

void SetParticleSystemActive(string &in asName, bool abActive)

void SetPhysicsAutoDisable(string &in asName, bool abAutoDisable)

void SetLampFlickerActive(string &in asName, bool abActive)

void FadeLampTo(string &in asName, float afR, float afG, float afB, float afA, float afRadius, float afTime)

void SetLightFlickerActive(string &in asLightName, bool abActive)

void FadeLightTo(string &in asLightName, float afR, float afG, float afB, float afA, float afRadius, float afTime)

void SetLightVisible(string &in asLightName, bool abVisible)

void FadeGlobalSoundSpeed(float afDestSpeed, float afTime)

void FadeGlobalSoundVolume(float afDestVolume, float afTime)

void StopMusic(float afFadeTime, int alPrio)

void PlayMusic(string &in asMusicFile, bool abLoop, float afVolume, float afFadeTime, int alPrio, bool abResume)

void StopSound(string &in asSoundName, float afFadeTime)

void FadeInSound(string &in asSoundName, float afFadeTime, bool abPlayStart)

void PlaySoundAtPosition(string &in asSoundName, string &in asSoundFile, float afX, float afY, float afZ, float afFadeSpeed, bool abSaveSound)

void PlaySoundAtEntity(string &in asSoundName, string &in asSoundFile, string &in asEntity, float afFadeSpeed, bool abSaveSound)

void DestroyParticleSystemInstantly(string &in asName)

void DestroyParticleSystem(string &in asName)

void CreateParticleSystemAtEntityExt( string &in asPSName, string &in asPSFile, string &in asEntity, bool abSavePS, float afR, float afG, float afB, float afA, bool abFadeAtDistance, float afFadeMinEnd, float afFadeMinStart, float afFadeMaxStart, float afFadeMaxEnd)

void CreateParticleSystemAtEntity(string &in asPSName, string &in asPSFile, string &in asEntity, bool abSavePS)

void PreloadSound(string &in asSoundFile)

void PreloadParticleSystem(string &in asPSFile)

void RemoveUseItemCallback(string &in asName)

void AddUseItemCallback(string &in asName, string &in asItem, string &in asEntity, string &in asFunction, bool abAutoDestroy)

void RemoveCombineCallback(string &in asName)

void AddCombineCallback(string &in asName, string &in asItemA, string &in asItemB, string &in asFunction, bool abAutoDestroy)

bool HasItem(string &in asName)

void RemoveItem(string &in asName)

void GiveItemFromFile(string &in asName, string &in asFileName)

void GiveItem(string &in asName, string &in asType, string &in asSubTypeName, string &in asImageName, float afAmount)

void UnBlockHint(string &in asName)

void BlockHintstring &in asName

void GiveHint(string &in asName, string &in asMessageCat, string &in asMessageEntry, float afTimeShown)

void SetNumberOfQuestsInMap(int alNumberOfQuests)

bool QuestIsAdded(string &in asName)

bool QuestIsCompleted(string &in asName)

void CompleteQuest(string &in asName, string &in asNameAndTextEntry)

void AddQuest(string &in asName, string &in asNameAndTextEntry)

void SetPlayerUsesDragFootsteps(bool abX)

void HangUpPhone(string &in asName)

void StopPhoneRinging(string &in asName)

void StartPhoneRinging(string &in asName)

void RemoveHint(string &in asNameAndTextEntry)

void RemoveAllHints()

void ReturnOpenJournal(bool abOpenJournal)

void AddHint(string &in asNameAndTextEntry, string &in asImage)

void AddDiary(string &in asNameAndTextEntry, string &in asImage)

void AddNote(string &in asNameAndTextEntry, string &in asImage)

void DisableDeathStartSound()

void SetDeathHint(string &in asTextCategory, string &in asTextEntry)

void SetMessage(string &in asTextCategory, string &in asTextEntry, float afTime)

void SetLanternFlickerActive(bool abX)

void SetJournalDisabled(bool abX)

bool GetJournalDisabled()

void SetLanternLitCallback(string &in asCallback)

void SetLanternDisabled(bool abX)

bool GetLanternActive()

void SetLanternActive(bool abX, bool abUseEffects)

void TeleportPlayer(string &in asStartPosName)

void SetPlayerCrouchDisabled(bool abX)

void SetPlayerJumpDisabled(bool abX)

void SetPlayerLookSpeedMul(float afMul)

void SetPlayerRunSpeedMul(float afMul)

void SetPlayerMoveSpeedMul(float afMul)

void StopPlayerLookAt()

void StartPlayerLookAt(string &in asEntityName, float afSpeedMul, float afMaxSpeed,string &in asAtTargetCallback)

void MovePlayerHeadPos(float afX, float afY, float afZ, float afSpeed, float afSlowDownDist)

void FadePlayerPitchTo(float afX, float afSpeedMul, float afMaxSpeed)

void FadePlayerRollTo(float afX, float afSpeedMul, float afMaxSpeed)

void FadePlayerAspectMulTo(float afX, float afSpeed)

void FadePlayerFOVMulTo(float afX, float afSpeed)

void GivePlayerDamage(float afAmount, string &in asType, bool abSpinHead, bool abLethal)

void GiveInfectionDamage(float afAmount, bool abUseEffect)

void SetPlayerPermaDeathSound(string &in asSound)

void MovePlayerForward(float afAmount)

float GetPlayerYSpeed()

float GetPlayerSpeed()

float GetPlayerHealth()

void AddPlayerHealth(float afHealth)

void SetPlayerHealth(float afHealth)

float GetPlayerInfection()

void AddPlayerInfection(float afInfection)

void SetPlayerInfection(float afInfection)

void SetInfectionFauxMode(bool abFauxMode)

void ShowPlayerCrossHairIcons(bool abX)

void AddPlayerBodyForce(float afX, float afY, float afZ, bool abUseLocalCoords)

void SetPlayerCrouching(bool abCrouch)

void ChangePlayerStateToNormal()

void SetPlayerActive(bool abActive)

void PlayGuiSound(string &in asSoundFile, float afVolume)

void StopPlayerSpawnPS()

void StartPlayerSpawnPS(string &in asSPSFile)

void HideScreenImageWithFade(float afFadeOut)

void HideScreenImageImmediately()

void ShowScreenImage(string &in asImageName, float afX, float afY, float afScale, bool abUseRelativeCoordinates, float afDuration, float afFadeIn, float afFadeOut)

bool GetFlashbackIsActive()

void StartScreenShake(float afAmount, float afTime, float afFadeInTime,float afFadeOutTime)

void SetEffectVoiceOverCallback(string &in asFunc)

bool GetEffectVoiceActive()

void StopAllEffectVoices(float afFadeOutTime)

void AddEffectVoice7(string &in asVoiceFile, string &in asEffectFile, string &in asTextCat, string &in asTextEntry, float afTextDelay, string &in asText2Entry, float afText2Delay, string &in asText3Entry, float afText3Delay, string &in asText4Entry, float afText4Delay, string &in asText5Entry, float afText5Delay, string &in asText6Entry, float afText6Delay, string &in asText7Entry, float afText7Delay, bool abUsePostion, string &in asPosEnitity, float afMinDistance, float afMaxDistance)

void AddEffectVoice6(string &in asVoiceFile, string &in asEffectFile, string &in asTextCat, string &in asTextEntry, float afTextDelay, string &in asText2Entry, float afText2Delay, string &in asText3Entry, float afText3Delay, string &in asText4Entry, float afText4Delay, string &in asText5Entry, float afText5Delay, string &in asText6Entry, float afText6Delay, bool abUsePostion, string &in asPosEnitity, float afMinDistance, float afMaxDistance)

void AddEffectVoice5(string &in asVoiceFile, string &in asEffectFile, string &in asTextCat, string &in asTextEntry, float afTextDelay, string &in asText2Entry, float afText2Delay, string &in asText3Entry, float afText3Delay, string &in asText4Entry, float afText4Delay, string &in asText5Entry, float afText5Delay, bool abUsePostion, string &in asPosEnitity, float afMinDistance, float afMaxDistance)

void AddEffectVoice4(string &in asVoiceFile, string &in asEffectFile, string &in asTextCat, string &in asTextEntry, float afTextDelay, string &in asText2Entry, float afText2Delay, string &in asText3Entry, float afText3Delay, string &in asText4Entry, float afText4Delay, bool abUsePostion, string &in asPosEnitity, float afMinDistance, float afMaxDistance)

void AddEffectVoice3(string &in asVoiceFile, string &in asEffectFile, string &in asTextCat, string &in asTextEntry, float afTextDelay, string &in asText2Entry, float afText2Delay, string &in asText3Entry, float afText3Delay, bool abUsePostion, string &in asPosEnitity, float afMinDistance, float afMaxDistance)

void AddEffectVoice2(string &in asVoiceFile, string &in asEffectFile, string &in asTextCat, string &in asTextEntry, float afTextDelay, string &in asText2Entry, float afText2Delay, bool abUsePostion, string &in asPosEnitity, float afMinDistance, float afMaxDistance)

void AddEffectVoice(string &in asVoiceFile, string &in asEffectFile, string &in asTextCat, string &in asTextEntry, bool abUsePostion, string &in asPosEnitity, float afMinDistance, float afMaxDistance, int alPriority, bool abStopInterrupted)

void AddEffectVoice(string &in asVoiceFile, string &in asEffectFile, string &in asTextCat, string &in asTextEntry, bool abUsePostion, string &in asPosEnitity, float afMinDistance, float afMaxDistance)

void StartEffectEmotionFlash(string &in asTextCat, string &in asTextEntry, string &in asSound)

void StartEffectFlash(float afFadeIn, float afWhite, float afFadeOut)

void SetRadialBlurStartDist(float afStartDist)

void FadeRadialBlurTo(float afSize, float afSpeed)

void FadeSepiaColorTo(float afAmount, float afSpeed)

void FadeImageTrailTo(float afAmount, float afSpeed)

void FadeOut(float afTime)

void FadeIn(float afTime)

void SetupLoadScreen(string &in asTextCat, string &in asTextEntry, int alRandomNum, string &in asImageFile)

void SetFogProperties(float afStart, float afEnd, float afFalloffExp, bool abCulling)

void SetFogColor(float afR, float afG, float afB, float afA)

void SetFogActive(bool abActive)

void SetSkyBoxColor(float afR, float afG, float afB, float afA)

void SetSkyBoxTexture(string &in asTexture)

void SetSkyBoxActive(bool abActive)

void SetMapDisplayNameEntry(string &in asNameEntry)

void DestroyDataCache()

void CreateDataCache()

void ClearSavedMaps()

void ChangeMap(string &in asMapName, string &in asStartPos, string &in asStartSound, string &in asEndSound)

void ReleasePlayerFromLimbo()

void CheckPoint(string &in asName,string &in asStartPos ,string &in asCallback, string &in asDeathHintCat, string &in asDeathHintEntry, bool abPlayerDark)

void AutoSave()

void StartDemoEnd()

void AddKeyPart(int alKeyPart)

void StartCredits(string &in asMusic, bool abLoopMusic, string &in asTextCat, string &in asTextEntry, int alEndNum)

string& GetGlobalVarString(string &in asName)

float GetGlobalVarFloat(string &in asName)

int GetGlobalVarInt(string &in asName)

void AddGlobalVarString(string &in asName, string &in asVal)

void AddGlobalVarFloat(string &in asName, float afVal)

void AddGlobalVarInt(string &in asName, int alVal)

void SetGlobalVarString(string &in asName, string &in asVal)

void SetGlobalVarFloat(string &in asName, float afVal)

void SetGlobalVarInt(string &in asName, int alVal)

string& GetLocalVarString(string &in asName)

float GetLocalVarFloat(string &in asName)

int GetLocalVarInt(string &in asName)

void AddLocalVarString(string &in asName, string &in asVal)

void AddLocalVarFloat(string &in asName, float afVal)

void AddLocalVarInt(string &in asName, int alVal)

void SetLocalVarString(string &in asName, string &in asVal)

void SetLocalVarFloat(string &in asName, float afVal)

void SetLocalVarInt(string &in asName, int alVal)

float GetTimerTimeLeft(string &in asName)

void RemoveTimer(string &in asName)

void AddTimer(string &in asName, float afTime, string &in asFunction)

string& StringSub(string &in asString, int alStart, int alCount)

bool StringContains(string &in asString, string &in asSubString)

int RandInt(int alMin, int alMax)

float RandFloat(float afMin, float afMax)

bool ScriptDebugOn()

void ProgLog(string &in asLevel, string &in asMessage)

void AddDebugMessage(string &in asString, bool abCheckForDuplicates)

void Print(string &in asString)



(This post was last modified: 09-13-2013, 01:20 AM by Kreekakon.)
09-10-2013, 10:19 AM
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Karba Offline
Junior Member

Posts: 40
Threads: 5
Joined: Jul 2013
Reputation: 2
#2
RE: Spoilers - AMFP script functions & full conversion progress

Looking forward to test all the new stuff! Smile
Just bought the game.

If you scream for 8 years, 7 month and 6 days you have produced enough energy to warm a cup of coffee
(This post was last modified: 09-10-2013, 11:10 AM by Karba.)
09-10-2013, 10:55 AM
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Adrianis Offline
Senior Member

Posts: 620
Threads: 6
Joined: Feb 2012
Reputation: 27
#3
RE: Spoilers - AMFP script functions & full conversion progress

I smell a requirement for strictly user-made documentation. If you're intending to do that pali, I can give you a hand if required

09-12-2013, 02:46 PM
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palistov Offline
Posting Freak

Posts: 1,208
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#4
RE: Spoilers - AMFP script functions & full conversion progress

Go for it!

09-12-2013, 06:30 PM
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DamnNoHtml Offline
Senior Member

Posts: 469
Threads: 34
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#5
RE: Spoilers - AMFP script functions & full conversion progress

I'm curious why you are doing this if Frictional is just going to release updated assets with this officially?

Creator of Wake, Through the Portal, Insomnia, and Cycles What to do with HPL3....
09-13-2013, 12:18 AM
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palistov Offline
Posting Freak

Posts: 1,208
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Joined: Mar 2011
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#6
RE: Spoilers - AMFP script functions & full conversion progress

There are some AMFP specific things here like the Tesla pig which I doubt will make it to the TDD update.

09-13-2013, 12:47 AM
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DamnNoHtml Offline
Senior Member

Posts: 469
Threads: 34
Joined: Sep 2010
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#7
RE: Spoilers - AMFP script functions & full conversion progress

(09-13-2013, 12:47 AM)palistov Wrote: There are some AMFP specific things here like the Tesla pig which I doubt will make it to the TDD update.

But since the update will make the pig compatible, can't you simply important the entity then? By all means do whatever you want to further modding, I love it, but it just seems like you are wasting your time doesn't it?

Creator of Wake, Through the Portal, Insomnia, and Cycles What to do with HPL3....
09-13-2013, 01:16 AM
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Reminiscity Offline
Member

Posts: 81
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Joined: Jan 2013
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#8
RE: Spoilers - AMFP script functions & full conversion progress

(09-13-2013, 12:47 AM)palistov Wrote: There are some AMFP specific things here like the Tesla pig which I doubt will make it to the TDD update.

Why wouldn't it? :S Because of the teleportation?

My mod Amadeus
09-13-2013, 12:42 PM
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Statyk Offline
Schrödinger's Mod

Posts: 4,390
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#9
RE: Spoilers - AMFP script functions & full conversion progress

I don't think he teleports. He seems to become invisible but still able to patrol and stalk. I think the teleporting is scripted, but the invisibility mechanic seems new.
(This post was last modified: 09-14-2013, 05:05 PM by Statyk.)
09-14-2013, 05:05 PM
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Daemian Offline
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#10
RE: Spoilers - AMFP script functions & full conversion progress

Yea, I think he just goes all alpha for a moment, probably when he's doing his run/chase animation. ^^

09-14-2013, 05:31 PM
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