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Script Help Slow-Mo Effect
Adny Offline
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Posts: 1,766
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#4
RE: Slow-Mo Effect

(05-24-2012, 11:57 PM)Xvideogamer720X Wrote:
(05-24-2012, 11:28 PM)andyrockin123 Wrote: You can use this to slow down the sound:


void FadeGlobalSoundSpeed(float afDestSpeed, float afTime);

Influences the global sound speed.

afDestSpeed - desired speed
afTime - time in seconds until volume reaches desired speed

And use FOV multiplier as well as sepia and fade image trail to simulate the effects of insanity.

You can search for those screen effects here:

http://wiki.frictionalgames.com/hpl2/amn..._functions
But what about the gameplay? Like walking slow, things falling slowly etc.?

You can find one of the scripts in the link, just search for:

SetPlayerMoveSpeedMul(float afMul); //-----average amount is 1, so try 0.5f-----//


As for the speed of things in the environment, I think that's impossible.

The only thing that comes to mind would be setting a liquid area active, and increasing the density of it (in one of the option tabs in the level Editor) significantly. That will make movable entities move slowly, but I'm not sure what to do about the actual water sound effects. Good luck! (Also, try unchecking "make waves" and see if that will stop the sound).

I rate it 3 memes.
(This post was last modified: 05-25-2012, 12:06 AM by Adny.)
05-25-2012, 12:03 AM
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Messages In This Thread
Slow-Mo Effect - by SonOfLiberty796 - 05-24-2012, 11:18 PM
RE: Slow-Mo Effect - by Adny - 05-24-2012, 11:28 PM
RE: Slow-Mo Effect - by SonOfLiberty796 - 05-24-2012, 11:57 PM
RE: Slow-Mo Effect - by Adny - 05-25-2012, 12:03 AM
RE: Slow-Mo Effect - by nemesis567 - 05-25-2012, 12:52 AM



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