sr_deimos
sr_deimos drives a disorientation effect based on actor movement speed. It ramps intensity, starts postprocess and
looped sounds, can play repeated camera effects, and drains actor health when intensity is high.
Parameters
movement_speed
Type: number. Optional. Default: 100.
Target movement speed used to calculate intensity delta.
growing_rate
Type: number. Optional. Default: 0.1.
Multiplier used when intensity is increasing.
lowering_rate
Type: number. Optional. Default: growing_rate.
Multiplier used when intensity is decreasing.
pp_effector
Type: string. Required. Default: none.
Primary postprocess effector name without .ppe.
pp_effector2
Type: string. Required. Default: none.
Secondary postprocess effector name without .ppe.
cam_effector
Type: string. Required. Default: none.
Camera effector animation name without path or extension.
cam_effector_repeating_time
Type: number. Optional. Default: 10.
Seconds between repeated camera effects. Stored as milliseconds.
noise_sound
Type: string. Required. Default: none.
Looped noise sound id.
heartbeat_sound
Type: string. Required. Default: none.
Looped heartbeat sound id.
health_lost
Type: number. Optional. Default: 0.01.
Health amount subtracted when the high-intensity camera effect triggers.
disable_bound
Type: number. Optional. Default: 0.1.
Intensity below which phase effects are stopped.
switch_lower_bound
Type: number. Optional. Default: 0.5.
Intensity where heartbeat phase starts or stops.
switch_upper_bound
Type: number. Optional. Default: 0.75.
Intensity where camera and secondary postprocess can trigger.
The section also supports common switch fields.
Runtime behavior
The manager compares movement_speed with the actor’s current movement speed and adjusts intensity between 0 and 1.
As thresholds are crossed it starts or stops:
- primary postprocess and noise sound;
- heartbeat sound;
- camera effector and secondary postprocess.
When intensity rises above switch_upper_bound, the manager may replay the camera effect after
cam_effector_repeating_time and subtract health_lost from actor health.
When the section switches away, the manager resets related effectors and looped sounds.
Example
[logic]
active = sr_deimos@horror
[sr_deimos@horror]
pp_effector = deimos
pp_effector2 = deimos_flash
cam_effector = deimos_camera
noise_sound = deimos_noise
heartbeat_sound = deimos_heartbeat
movement_speed = 80
switch_upper_bound = 0.75
on_info = {+scene_finished} sr_idle@done
Notes
cam_effector_repeating_timeis configured in seconds and converted to milliseconds.- The manager skips updates while the screen is black.
- If an actor binder provides
deimosIntensity, the manager uses it as the current intensity seed.