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Script Help Slow down the game using scripts?
flamez3 Offline
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#1
Slow down the game using scripts?

Is there any way to slow down the game using scripts? I have no idea if this is possible, probably isn't. Just worth a shot i guess.

(This post was last modified: 10-28-2011, 02:24 PM by Your Computer.)
10-28-2011, 06:49 AM
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Obliviator27 Offline
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#2
RE: May be asking a bit much...but

void SetPlayerMoveSpeedMul(float afMul);
void SetPlayerRunSpeedMul(float afMul);
void SetPlayerLookSpeedMul(float afMul);
Changes the player's move/run/look speed. Default is 1.

Quite simple, actually. Smile

EDIT:
Didn't fully read the question. If you mean as in Bullet-Time, I'm afraid I have no idea. Sorry!

(This post was last modified: 10-28-2011, 07:03 AM by Obliviator27.)
10-28-2011, 06:56 AM
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flamez3 Offline
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#3
RE: May be asking a bit much...but

(10-28-2011, 06:56 AM)Obliviator27 Wrote: void SetPlayerMoveSpeedMul(float afMul);
void SetPlayerRunSpeedMul(float afMul);
void SetPlayerLookSpeedMul(float afMul);
Changes the player's move/run/look speed. Default is 1.

Quite simple, actually. Smile

EDIT:
Didn't fully read the question. If you mean as in Bullet-Time, I'm afraid I have no idea. Sorry!
Yeh, I mean the whole game down Smile. Thanks anyway.

10-28-2011, 07:26 AM
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palistov Offline
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#4
RE: May be asking a bit much...but

There ways to make it SEEM like the game is slower. Using the movement multipliers Obliviator27 mentioned, using specialized entities with limits on their angular and linear momentum as well as high angular and linear dampening, and slowing down the speed of sounds can all help emulate a "slow-mo" feeling.

Will take quite some work on your part though.

10-28-2011, 07:45 AM
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flamez3 Offline
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#5
RE: May be asking a bit much...but

(10-28-2011, 07:45 AM)palistov Wrote: There ways to make it SEEM like the game is slower. Using the movement multipliers Obliviator27 mentioned, using specialized entities with limits on their angular and linear momentum as well as high angular and linear dampening, and slowing down the speed of sounds can all help emulate a "slow-mo" feeling.

Will take quite some work on your part though.
Hahaha, I should think so. Oh well, it was just a idea for the custom I'm working on. Smile

10-28-2011, 08:45 AM
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palistov Offline
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#6
RE: May be asking a bit much...but

FG did a similar thing in Justine, in the library level. As you approach a door the entire game sort of slows down. It was all scripted with the functions Obliviator mentioned, as well as the sound speed function. It's a cool effect; I encourage you to try creating it. You may have to compensate for the limitations the engine imposes upon us, but that's not to say that you can't do some incredible things with scripts and the middleware FG provided us all with Smile

10-28-2011, 08:54 AM
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flamez3 Offline
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#7
RE: May be asking a bit much...but

(10-28-2011, 08:54 AM)palistov Wrote: FG did a similar thing in Justine, in the library level. As you approach a door the entire game sort of slows down. It was all scripted with the functions Obliviator mentioned, as well as the sound speed function. It's a cool effect; I encourage you to try creating it. You may have to compensate for the limitations the engine imposes upon us, but that's not to say that you can't do some incredible things with scripts and the middleware FG provided us all with Smile
Would you happen to have a video of this happening? I'd like to see what happened? (I've never finished Justine)

10-28-2011, 09:06 AM
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