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Full Version: Fiddling with Insanity effects
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Hi Guys

I'm doing a research project for my university that involves looking at character agency, specifically the effects of daniel slowly going insane with terror as he witness disturbing events and scary environments, and how this might emotionally affect the player.

My question is: Is it possible through scripting (or removal of scripting) to remove the agency of daniel (character's ability to act on it's own accord) so that I can compare the reactions of players interacting with activated and de-activated character agency?

For example, I would need Daniel to no longer breathe heavily, blur vision and grind teeth around sanity reducing stimulus (monsters, darkness etc) or experience widened vision and automatic camera movement to points of interest. I'm a real nooblet when it comes to scripting, so as I fumble around learning it, I would appreciate any advice that could be given or if I am wasting my time.

Thanks Smile

Short answer: Yes.
I've seen the insanity effect scripts in a .hps or .cfg file somewhere. The non-map-specific map files aren't that many, so they won't take long to browse through.