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Full Version: Getting rid of sanity effects?
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Hey, is there anyway to get rid of sanity and it's effects for a custom story?

I've tried SetSanityDrainDisabled, but it doesn't work.
SetSanityDrainDisabled( true);

It works.
(09-07-2011, 06:49 PM)Tanshaydar Wrote: [ -> ]SetSanityDrainDisabled( true);

It works.
Not for me...

Here's my code:

Code:
void OnStart()

{
SetSanityDrainDisabled(true);
SetEnemyDisableTriggers("dude",true);
SetEntityPlayerInteractCallback("barrel","dudeme",false);
}

void dudeme(string &in asEntity)
{
SetSanityDrainDisabled(true);
SetPlayerRunSpeedMul(3.0f);
}

Best barrel ever!
If you mean the effects when you look at the enemy, they can't be changed through scripting, you'll need to make a total conversion.
(09-07-2011, 07:00 PM)Tanshaydar Wrote: [ -> ]If you mean the effects when you look at the enemy, they can't be changed through scripting, you'll need to make a total conversion.
Thanks, but my sanity still drains from "crystal clear" to "a slight headache". Help?

Hey i know I'm a bit late with that,
It actually IS possible. If you want to make a friendly Monster just standing around somewhere, you can put Planes with invisible textures around him so that the player actually looks at the plane and not at the monster. But you cant walk through or grab sth trhough it.
Greetz,
Thiefnuker


(01-10-2012, 04:40 PM)Thiefnuker Wrote: [ -> ]Hey i know I'm a bit late with that,
It actually IS possible. If you want to make a friendly Monster just standing around somewhere, you can put Planes with invisible textures around him so that the player actually looks at the plane and not at the monster. But you cant walk through or grab sth trhough it.
Greetz,
Thiefnuker
Or you could tick "DissableTriggers"