Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Script Help Slow-Mo Effect
SonOfLiberty796 Offline
Senior Member

Posts: 371
Threads: 39
Joined: Aug 2011
Reputation: 2
#1
Slow-Mo Effect

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!
05-24-2012, 11:18 PM
Find
Adny Offline
Posting Freak

Posts: 1,766
Threads: 6
Joined: Mar 2012
Reputation: 173
#2
RE: Slow-Mo Effect

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

I rate it 3 memes.
05-24-2012, 11:28 PM
Find
SonOfLiberty796 Offline
Senior Member

Posts: 371
Threads: 39
Joined: Aug 2011
Reputation: 2
#3
RE: Slow-Mo Effect

(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
Find
Adny Offline
Posting Freak

Posts: 1,766
Threads: 6
Joined: Mar 2012
Reputation: 173
#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
Find
nemesis567 Offline
Posting Freak

Posts: 874
Threads: 65
Joined: May 2011
Reputation: 10
#5
RE: Slow-Mo Effect

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.

Today I dreamt the life I could live forever. You only know that when you feel it for you know not what you like until you've experienced it.
(This post was last modified: 05-25-2012, 12:52 AM by nemesis567.)
05-25-2012, 12:52 AM
Find




Users browsing this thread: 3 Guest(s)