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Full Version: Drugged player
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Is there any way of making the player react as when sanity is "..." and he falls to the floor all f*ed up, without the ringing nor falling to the floor? :o Just blurry and when turning around the camera is a lil after you know :o
Frictional games first map Rainy halls has done that great. The script can be quite confusing though...
I thought you could just give him the amount of sanity damage needed to get the "..." status, then give him sanity (health?) when you want him to become "normal" again.
You can actually get the exact same effect (I think) with some tweaking without draining the sanity itself... But the f***ed up screen with delayed camera is when you have less than 80 or 70 sanity I think
How did do I do to give the player sanity damage? >.< I'm still such a noob at scripting Angel
use
GiveSanityDamage(float afAmount, bool abUseEffect);
float afAmount to 100 if you want the beep falldown effect or put 80-90 if you want wobbly screen.
Ah, thanks Tongue Better than before xP Though, you know if there is any way of having the same effect without the gasps and stuff, cuz i wanna have my own recorded voice there, and having him breathing super heavy isn't really helping ;o
well just put false in the
bool abUseEffect
and there won't be any noise, although it takes away the fast change of FOVMul... That can be done manually too though
How about you use these:

GiveSanityDamage(80, true);
SetInventoryDisabled(true);

So the player doesn't go look at their sanity and start wondering why it's "..." for some random reason. :p
(05-20-2011, 11:22 PM)Khyrpa Wrote: [ -> ]well just put false in the
bool abUseEffect
and there won't be any noise, although it takes away the fast change of FOVMul... That can be done manually too though

What do you mean with noise? Cuz the heavy breathing is still there. And FOVMul..? xD

Ah, thanks, smart one there ^^ Would ruin it somehow if they checked sanity xP
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