User Tools

Site Tools



This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
hpl2:amnesia:script_functions [2016/10/22 15:29]
mudbill Edited string conversion descriptions
hpl2:amnesia:script_functions [2019/12/17 11:41] (current)
darkfire SPS
Line 226: Line 226:
 </​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);​
Line 240: Line 239:
 </​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();​
Line 402: Line 406:
 </​code>​ </​code>​
-Influences the global sound volume, that means everything you can hear.+Influences the global sound volume, that means everything you can hear **from the world**. This does not affect music of GUI sounds.
 //​afDestVolume //- desired volume\\ //​afDestVolume //- desired volume\\
Line 698: Line 702:
 </​code>​ </​code>​
-Not sure what this doesbut it has something ​to do with particle ​systems. +Continuously spawn regular particle systems (''​.ps''​) around the player. Particles created by this script carry over from map to map.\\ 
 +//​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);
Line 727: Line 735:
 //bool abX// - Enable/​disable effects. //bool abX// - Enable/​disable effects.
 ==== Insanity ==== ==== Insanity ====
Line 761: Line 770:
 <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.1477150163.txt.gz · Last modified: 2016/10/22 15:29 by mudbill