Frictional Games Forum (read-only)

Full Version: Slow-Mo Effect
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
I wanted to know if it was possible to create a "slow-mo" effect, just like when the Player loses all sanity and falls to the ground and everything is slow.

How would I be able to create this effect? Please and thank you!
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
(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.?
(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).
Not impossible but not easy. Requires quite a well controlled environment and needs you to recur to certain functions, checks and quite a whole lot of code. Changing stuff in Model Editor might work, but I'm not sure.