Hi, if you had seen my previous posts here at the forum you might know who i am. My name is DanielMandus123 (The guy that asks for help to everything
. Don't judge me, i'm new at the forum), and now i decided to make something productive here at the forum. I'm not sure if anyone else has already made this before, but i'm making this so that people doesn't dig the entire internet and find nothing and/or give up. This is an thread showing how to add the grab icon from Penumbra (Necrologue) into Amnesia. I had to dig Penumbra - Necrologue to find out how this worked, so give the credits to the creators of Necrologue.
To begin, you must have the following:
Amnesia 1.3 (Maybe...)
An player_crosshair_grabed.tga file on redist\graphics\hud (if you have Steam, Steam\steamapps\common\Amnesia - The Dark Descent\graphics\hud), you must pick this icon from Penumbra and convert it into an .tga file. If you have Necrologue, simply go to Necrologue_eng/rus, then go to graphics\hud and pick the player_crosshair_grabed.tga from there and put on redist\graphics\hud (if you have Steam, Steam\steamapps\common\Amnesia - The Dark Descent\graphics\hud).
After that, go to the
misc folder and open main_sanity_events.cfg. you will paste the following:
<SoundStream
Name = "grab"
Set = "crosshair"
MaxSanity = "100"
File = ""
Volume = "0"
SoundDelayTime = "999999999"
FadeScreen = "true"
FadeColor = "1 1 1 1"
FadeInTime = "0.001"
FadeOutTime = "0.001"
FadeImageFile = "player_crosshair_grabed.tga"
DisablePlayer = "false"
/>
After that, open an .hps file from a map you want the icon applyed (Example: Debugger.hps, my debug/test map) and paste the following:
void GrabHand(string &in asEntity)
{
if (GetPropIsInteractedWith(asEntity) == true){
StartInsanityEvent("grab");
}
AddTimer(asEntity, 0.01,"GrabCheck");
}
void GrabCheck(string &in asTimer)
{
AddTimer(asTimer, 0.01,"grabcheck");
if (GetPropIsInteractedWith(asTimer) == false){
StopCurrentInsanityEvent();
RemoveTimer(asTimer);
}
}
Then, open the map (Example: Debugger.map) and in every entity you can grab, put GrabHand in the PlayerInteractCallback of the entity. Yes, you're not hearing wrong.
In every entity you can grab you MUST put GrabHand on the PlayerInteractCallback in order that the effect can happen! I know, it will take minutes/hours if it is an big map, but it is worth the trouble if you want this effect. I do not think it is a good ideia to put this on doors and slides because it does not works like in Penumbra, the icon does not goes with the door/slide, it is an static icon.
Thanks for reading this. It took quite a lot of time to figure out how this worked. I really had to dig around Penumbra - Necrologue to find out how this worked and i'm glad i figured it out. I hope you enjoy this new icon!