Bullet time help Created 20 years ago2004-09-19 16:20:55 UTC by Soup Miner Soup Miner

Created 20 years ago2004-09-19 16:20:55 UTC by Soup Miner Soup Miner

Posted 20 years ago2004-09-19 16:20:55 UTC Post #60707
What's the entity that changes console settings such as host_framerate?
Posted 20 years ago2004-09-19 16:27:39 UTC Post #60711
... what? There is none.
Posted 20 years ago2004-09-19 16:55:38 UTC Post #60718
What? 7th said there was an entity that could change console values.
Posted 20 years ago2004-09-19 17:04:45 UTC Post #60721
Not faik. maybe in cs 1.6, not in 1.5/half-life.
Posted 20 years ago2004-09-19 18:26:33 UTC Post #60728
Its probably a spirit entity.
Posted 20 years ago2004-09-19 18:45:14 UTC Post #60729
Certain entities such as env_gamma in NS set console commands, like env_gamma 2 will set the console command gamma 2 or something of that sort.

Play around with all the CS entities or whatnot and see if you can find it?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-19 20:32:41 UTC Post #60746
Well This is a spiri mod remeebr, so if you know anything please do tell. What if I make a custom entity that has a key of host_framerate and a value of whatever the speed I want it to be is? Think that would work?
Posted 20 years ago2004-09-19 21:44:40 UTC Post #60761
No, entities have to be coded into the engine. Although it wouldn't be too complicated to program, I have no idea how to do it.
Posted 20 years ago2004-09-20 02:14:25 UTC Post #60777
I never said that :|
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-09-20 09:16:06 UTC Post #60802
I said that.
It's a spirit entity which can change any cvar you like.
I can't look up the name at the moment, but there is an example map on the VERC. For some reason I am also not able to find it. :

The value for host_framerate and the resulting speed don't seem to have a logic connection.
0.01 is a good value though.
Posted 20 years ago2004-09-20 10:43:54 UTC Post #60805
ok there is a way to change it. its been a long time sence ive done it but it works!!! you can slow stuff down by doing that...or just do this
if your making it so that a enemy shoots at you.....and you are suposta go into bullet time....make it so that the guy walks a path and shoots at you at a givien point and spawn a little silver or copper rectangle at the end of the gun.

use function_train and have the bullets hit a point that you have placed but make it so that its at like speed 50 or less to get the bullet time effect also add colored light of some type.
Posted 20 years ago2004-09-20 10:58:20 UTC Post #60807
Well, that'd just suck since you cant have "free" enemies.
Posted 20 years ago2004-09-20 11:31:02 UTC Post #60816
Eventually!
I've found it. Autolycus built a an example map aeons ago.
Here's the thread.
Posted 20 years ago2004-09-20 17:21:33 UTC Post #60862
Awesome, thanks. I'll actually probably have it set to 0.02, 01 is too slow, yes I have been expreimenting (it fun to "speed hack" single player mode haha, try playing Half Life at host_framerate 0.15)
Posted 20 years ago2004-09-21 02:51:20 UTC Post #60902
Try it 5 :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-09-21 06:20:18 UTC Post #60911
Yeah it's really fun having assault-shotgun 'n stuff. :)
Still it's not so perfect as it might seem.
Sounds are not played back slower and sometimes animations of models get flippy.
Posted 20 years ago2004-09-21 10:02:31 UTC Post #60941
host_framerate??? is that cmd only in spirit or will it work with unmodded HL??
Posted 20 years ago2004-09-21 11:08:36 UTC Post #60958
Unmodded's fine.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-09-21 18:31:36 UTC Post #61031
Or you can pretend your the flash and all your xen buddies seem to have "magic copy speed". Wheee I can shoot teh quick!

Heh.
Posted 20 years ago2004-09-21 18:44:16 UTC Post #61035
7th, it doesnt go any faster beyond 1, Ive checked 1 and 100, they are the exact same. Playing on 0.2 and higher messes with alien slaves and they can't shoot you haha.
Posted 20 years ago2004-09-22 02:50:54 UTC Post #61092
Okay.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-12-01 15:28:48 UTC Post #75770
OK guys I've searched the forums, and found this thread, although, doesn't tell much, and the link is forbidden on this computer.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 19 years ago2004-12-01 15:34:52 UTC Post #75772
[quote]This actually isn't all that complicated but it IS a new effect that's possible with the latest development build of Spirit of Half-Life.

example map

Note: changes from 0.42 to 0.43 have broken the behavior and positioning of the train in this level, but the train is unrelated to this effect - ignore it.

When you start this level, you exit an elevator and immediately go into "bullet time" (for lack of a better phrase). A grunt down the hall immediately (but in slow motion) starts to attack you. You move and fire in slow motion as well, but your ability to look around (and aim) is unhindered. As well, when the bullet time starts and ends, there is a triggered "wooshing" sound, and during bullet time, there is a deep breathing/heartbeat sound.

The effect is a combination of new and old entities. It's all controlled by a multi_manager that is activated by a trigger_once when you exit the elevator. The multi_manager has the following properties.
* (0) activates a trigger_command which sets the host_framerate to 0.01
* (0) activates an ambient_generic which plays a wooshing sound (ambience/port_suckin1.wav)
* (0) activates an ambient_generic which loops a breathing-type sound
* (2.5) activates an ambient_generic which plays a reverse of the first wooshing sound (ambience/port_suckout1.wav)
* (3) toggles the "breathing" ambient_generic off
* (3) activates a trigger_command which sets the host_framerate to 0 (normal speed)
The new entity is the trigger_command which lets you to send commands to the console, allowing you to set cvars and console commands. This command can be used for evil (unbind all) so it'll be a good idea to either thoroughly check Spirit maps before running them, or download them from somewhere where you trust them to have already checked.

Um... comments? I think this effect is rad. :)

autolycus[/quote]

Meh.
Posted 19 years ago2004-12-02 09:31:14 UTC Post #75944
Just what I needed--Thanks Jaardis
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Posted 19 years ago2004-12-06 10:42:14 UTC Post #76619
Ok now, I finally got a chance to check this effect out.. very cool, but the way I set it up was with a invisible func_breakable in front of two grunts, so that when I shot art them the func_breakable would trigger the whole effect, however you still see the glass slowly falling to the ground, how can I do this so that when I shoot, at some places it automatically triggers, with out a func_breakable triggering it..??
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