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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_time is 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.