Advertisement
TechOFreak

Episode 21 Functions

Dec 21st, 2020
1,130
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
C++ 1.39 KB | None | 0 0
  1. //From my Amnesia Rebirth Tutorial Series
  2. //Episode 21 Fear Pt.1! Intro to Fear!
  3. //https://www.youtube.com/playlist?list=PL4KkjlmOwLwwMVqedCNpi6caUxhgyf8Qr
  4. //-----------------------------------------------------------
  5.  
  6. //Note: A majority of fear functions only work when player is in a fear area
  7.  
  8. //Activate a fear area's ability to apply fear to the player
  9. FearArea_SetGivesFear("Fear_1",true);
  10. //fearAreaName (String)- name of the fear area.
  11. //givesFear (bool)- should the area give player fear.
  12.  
  13. //Add fear rate to the player
  14. FearHandler_SetForcedAddFearRate(0.7f, 10.0f, true, -1.0f, -1.0f, 0.0f);
  15. //addedFearRate (String)- how much fear rate should be added.
  16. //time (float)- how long the fear added fear should last in seconds.
  17. //gasp (float)- should tasi gasp (only applies if fear factor is over 0.4)
  18. //increaseSpeed (float)- speed at which fear rate should increase (-1.0f for global defaults)
  19. //decreaseSpeed (float)- speed at which fear rate should decrease (-1.0f for global defaults)
  20. //delay (float)- the amount of time the game should wait before applying the fear
  21.  
  22. //Below is the collide callback used in today's episode
  23. bool OnCollide_Player_StairTrigger_1(const tString &in asParent, const tString &in asChild, int alState){
  24.         if(alState == 1){
  25.             FearArea_SetGivesFear("Fear_1", true);
  26.             return false;
  27.         }else{
  28.             return false;
  29.         }
  30. }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement