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hpl2:amnesia:script_functions

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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
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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>​
  
-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\\
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 </​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);
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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://​wiki.frictionalgames.com/​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