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Amnesia best custom stories
Amnesia best custom stories







amnesia best custom stories

map files that contains all the necessary directives and boilerplate code to compile into a cohesive map. Perhaps even called AmnesiaSoundExtensions.ihps.Ī special kind of a module, is a map controller, this is a. ihps type that contains functions and variables that are in some way related.įor example, all functions extending the Sound API of Amnesia should be in the same module. Module structureĪ module in Amnesia is a source code file of either.

amnesia best custom stories

⚠️ make sure the return statement is always included at the end of such loop, otherwise, the timer switch will continue its execution despite the voice over. This makes sure after a voice over is done, the timerSwitch will trigger again. To get rid of this stutter, a PreloadSound and PreloadParticleSystem calls need to be executed in one of the entry methods.Ĭommonly a new function called Preload is created containing all of the preload calls.ĪddTimer( " ", 0. This results in a small stutter whenever these files are used. This procedure usually takes longer than a game's tick. The Amnesia engine has to read and parse. In order to keep the source code readable and clean, no line should be longer than 80 columns. What follows is a couple of recommendations in terms of file separation and structure of your. In order to not be limited by this single file limitation, the use of Amnesia Preprocessor is required. The engine dictates the name is exactly the same as the map it's for.

amnesia best custom stories

hps files are the script files executing when a map is launched. TemplateĪ bare template of this file is as follows: The main tag names must be typed in all capital letters. The extra_english.lang file should adhere to the common XML schema rules (with the exception of XML header).

amnesia best custom stories

If there are no changes made to the asset, it can retain its original name, since a collision would not matter with these assets. ⚠️ An exception is with standard imported assets such as AMFP models. This standard demands the use of a single prefix for all custom files and maps. This prefix can be derived from the project's name, or it can be completely random, it does, however, need to be unique enough to minimize a chance of a different custom story having files of the same name.Īn example prefix for a custom story called The Adventures of Phill might be TAoP and the custom files might be something like TAoP_Village.map, TAoP_Dialogue01_Kate_00.ogg, etc. To avoid this issue, a unique custom story prefix is recommended for all custom assets. If A_CustomStory has a map called Cellar.map and B_CustomStory has a map of the same name inside its folder, A_CustomStory/maps/Cellar.map might be loaded even for B_CustomStory. That is Alphabetically according to their folder names. No matter what their name inside custom_story_settings.cfg is, they will be loaded in that order.









Amnesia best custom stories