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hpl2:amnesia:script_functions [2019/05/14 10:52]
darkfire Discovered what the StartPlayerSpawnPS function does
hpl2:amnesia:script_functions [2019/12/17 11:41]
darkfire SPS
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 </​code>​ </​code>​
-Prints a string to the log. +Prints a string to the log (''​hpl.log''​).
 <code c++> <code c++>
 void AddDebugMessage(string&​ asString, bool abCheckForDuplicates);​ void AddDebugMessage(string&​ asString, bool abCheckForDuplicates);​
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 </​code>​ </​code>​
-?+Prints an entry to the ProgLog.\\ 
 +ProgLog is a file created in Documents/​Amnesia/​main (or an FC folder if one is being used). It logs certain events, such us opening the menu or picking up the lantern, as well as the player'​s state (Health, Sanity, Oil, Tinderboxes,​ Coins), for the purpose of documenting a tester'​s playstyle.\\ 
 +This function allows to log custom messages.The messages in the ProgLog file are sorted by time elapsed since a map was loaded. 
 +ProgLog has to be enabled for a player profile in ''​user_settings.cfg''​ before it starts working.
-//asLevel //- can be "​Low",​ "​Medium"​ or "​High"​\\ +//asLevel //- can be "​Low",​ "​Medium"​ or "​High"​. It's a tag which appears in each log entry, for event prioritising.\\ 
-//asMessage //- ?+//asMessage //- The custom message to be printed to the log.
 <code c++> <code c++>
 bool ScriptDebugOn();​ bool ScriptDebugOn();​
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 </​code>​ </​code>​
-Spawns ​particle systems around the player. ​It uses the settings ​from ''​.sps''​ files which are located in the ''/​misc''​ folder.\\ +Continuously spawn regular ​particle systems ​(''​.ps''​) ​around the player. ​Particles created by this script carry over from map to map.\\ 
-Can be used e.g. to continuously spawn fog effects around ​the player. +\\ 
 +//​asSPSFile//​ - the ''​.sps''​ file to use. Exemplary ​''​.sps''​ files are located in the ''/​misc''​ folder ​in the main game directory.\\ 
 +Custom ''​.sps''​ files can be created by hand in a text editor (see existing ones and mimic how those are written).\\ 
 +Since ''​StopPlayerSpawnPS()''​ doesn'​t seem to work, to stop an SPS you must create an ''​.sps''​ file with an empty particle field field and override ​the old SPS by calling ''​StartPlayerSpawnPS''​ again.
 <code c++> <code c++>
 void PlayGuiSound(string&​ asSoundFile,​ float afVolume); void PlayGuiSound(string&​ asSoundFile,​ float afVolume);
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 //bool abX// - Enable/​disable effects. //bool abX// - Enable/​disable effects.
 ==== Insanity ==== ==== Insanity ====
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 <code c++> <code c++>
-bool InsanityEventIsActive();​+void InsanityEventIsActive();​
 </​code>​ </​code>​
-Checks whether an insanity event is currently in effect.+Checks whether an insanity event is currently in effect... Or so it was supposed to be, but as it doesn'​t return a value, we can never know {{http://​​lib/​images/​smileys/​icon_smile.gif?​nolink&​15x15}}
 ==== Player ==== ==== Player ====
hpl2/amnesia/script_functions.txt · Last modified: 2020/04/12 13:01 by mudbill