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[SCRIPT] Slow down the game using scripts? - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: [SCRIPT] Slow down the game using scripts? (/thread-11023.html) |
Slow down the game using scripts? - flamez3 - 10-28-2011 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. RE: May be asking a bit much...but - Obliviator27 - 10-28-2011 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. ![]() EDIT: Didn't fully read the question. If you mean as in Bullet-Time, I'm afraid I have no idea. Sorry! RE: May be asking a bit much...but - flamez3 - 10-28-2011 (10-28-2011, 06:56 AM)Obliviator27 Wrote: void SetPlayerMoveSpeedMul(float afMul);Yeh, I mean the whole game down ![]() RE: May be asking a bit much...but - palistov - 10-28-2011 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. RE: May be asking a bit much...but - flamez3 - 10-28-2011 (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.Hahaha, I should think so. Oh well, it was just a idea for the custom I'm working on. ![]() RE: May be asking a bit much...but - palistov - 10-28-2011 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 ![]() RE: May be asking a bit much...but - flamez3 - 10-28-2011 (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 withWould you happen to have a video of this happening? I'd like to see what happened? (I've never finished Justine) |