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[Solved]How to make unsettling events? - Printable Version

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[Solved]How to make unsettling events? - Danny Boy - 03-13-2011

Hello every one once again! as i am the greatest noob there is can some one please tell me how to make unsettling events? i realy need to know that
and also how do i make the player focus on a object for some time?

thank you


RE: How to make unsettling events? - Russ Money - 03-13-2011

For the events
GiveSanityDamage(float afAmount, bool abUseEffect);

"float afAmount" is how much damage you want to give.

"bool abUseEffect" is the tunnel vision the player goes through when he sees the event.

For forcing the player to look
StartPlayerLookAt(string& asEntityName, float afSpeedMul, float afMaxSpeed, string &asAtTargetCallback);

"string& asEntityName" is what the player will look at.

"float afSpeedMul" how fast the player turns their head

"float afMaxSpeed" how fast the max speed the player turns

"string &asAtTargetCallback" what string triggers when the player is centered on the target.

What they look like in use:
Code:
//25% Insanity given and the scared effect
GiveSanityDamage(25, true);

//Player would look at the entity named monster, nothing else happens immediately
StartPlayerLookAt("monster", 6, 6, "");



RE: How to make unsettling events? - Danny Boy - 03-13-2011

in the float afAmount what do i put? numbers? or something else?
what about "bool abUseEffect"? its to put true? right?
and i don't understand what "string &asAtTargetCallback" is =/


RE: How to make unsettling events? - Russ Money - 03-14-2011

(03-13-2011, 11:55 PM)Danarogon Wrote: in the float afAmount what do i put? numbers? or something else?
what about "bool abUseEffect"? its to put true? right?
and i don't understand what "string &asAtTargetCallback" is =/

Just check the example I left at the bottom.

string &asAtTargetCallback

Is used if you wanted something else to happen when the player looks at the target.

Like, the player is forced look at a monster and when he does, it disappears.


RE: How to make unsettling events? - Danny Boy - 03-14-2011

Yay i'm almost there but he just keeps looking at the door =/ how can i make him stop?


RE: How to make unsettling events? - Russ Money - 03-14-2011

(03-14-2011, 12:17 AM)Danarogon Wrote: Yay i'm almost there but he just keeps looking at the door =/ how can i make him stop?

StopPlayerLookAt();
Also,
http://wiki.frictionalgames.com/hpl2/amnesia/script_functions


RE: How to make unsettling events? - Danny Boy - 03-14-2011

ok... it does not work =/ i tried to do that wend the player exits a area but it did not work =/
look this is my code

void OnStart()
{
AddEntityCollideCallback("Player", "ScaryAreaone", "Collide", true, -1);
}
void Collide(string &in asParent, string &in asChild, int alState)
{
StopPlayerLookAt();
}


is it wrong?


RE: [Solved]How to make unsettling events? - Tanshaydar - 03-14-2011

It's wrong, because you didn't force the player to look at somewhere.


RE: [Solved]How to make unsettling events? - Danny Boy - 03-14-2011

well actualy i have written the code to force the player to look at a door but i didn't put it here. because that part works just fine, so i thought the problem was in the code i posted here.

the "ScaryAreaone" its the same area that makes the player to look at "the very scary door", but instaed for collide whit the area, the StopPlayerLookAt(); was "or what it was supposed to be" wend exit that area... but that didn't work so i made a second area that wend collided the player stops being forced to look to that door.

But its not very much as i wanted it to be.
if you know a better way to make the player stop looking at it i would be veary thankfull. Smile


RE: [Solved]How to make unsettling events? - Tanshaydar - 03-14-2011

Add a timer to call StopPlayerLookAt()...