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FPSC Classic Scripts / Slow-mo (Bullettime)

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The Silent Ayehika
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Joined: 15th Apr 2006
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Posted: 5th Jul 2006 22:31
Hello.
Is there an script that when u step on an trigger zone evrything goes slow.Not lag but slow motion and an other script to make the speed normal?

http://dh-games.tripod.com/
Silvester
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Location: Netherlands
Posted: 5th Jul 2006 22:45
impossible


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Bloodeath 6 6 6
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Posted: 6th Jul 2006 02:36
i dont think impossible would be considered correct... very laggy - very very very time consuming...yes
but impossible? no

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The Silent Ayehika
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Posted: 6th Jul 2006 16:44
well i had an idea but it failed.
I tried to do if you go on an trigger zone that you walk slower and that you shoot slower and that those enemies walk slower.

http://dh-games.tripod.com/
flashing snall
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Location: Boston
Posted: 7th Jul 2006 00:07
i dont think game time acully slows down in bullet time, there a just slower animation, but even if there is, theres no command for that in fpsc i think. so, you couuld do it with fpsc, but you would have to slow down all the animation somehow, and figure out a way to acivate them at the right time, and make it look like the animation flows from normal time to slow time. and falling objects couldnt go slower, so, eh.

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Bloodeath 6 6 6
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Posted: 7th Jul 2006 03:13
or just make the gun shoot a decal that trails... then chalk full the game of dynamic items...lmfao

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Les Horribres
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Location: My Name is... Merry
Posted: 13th Jul 2006 23:24
A) there are no bullets. They are simple raycasts.

B) :plrdistwithin=100:triggerforce=100000000000000 should do the trick.

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Crazy Kamakazi KIller Guy
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Posted: 15th Jul 2006 00:03
Or just place lotsa objects to cause a polygon overload...Believe me you will have SUPER slo-mo!
Wrycu
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Posted: 15th Jul 2006 00:08
He said no lag

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Crazy Kamakazi KIller Guy
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Posted: 15th Jul 2006 03:02
Quote: "Or just place lotsa objects to cause a polygon overload...Believe me you will have SUPER slo-mo!"

Do you see me using the evil L word in this quote?! NO!!
"Its not lag until the fat lady sings" -Thomas J. Peterson

Hey you got the same graphics card as I do! Dude...We gotta move on...
Wrycu
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Posted: 15th Jul 2006 04:03 Edited at: 15th Jul 2006 04:05
Lmao yes, yes we do.

The method you suggested creates the L word, which is what he didnt want. sorry, but no cigar

<EDIT>And i see no way to slow everything down without A LOT of time going in to it. And that excludes testing it</EDIT>

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Dr Cuddles
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Posted: 15th Jul 2006 15:17
To me it just doesn.t seem possible in FPSC, maybe it will be in versin 2.0 but now i think it just can't be done

"I dont' know what weapons will be fought with in WW3 but in WW4 it will be sticks and stones" - Albert Einstien
Alex Just Do It
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Posted: 15th Jul 2006 18:10
Well Merranvo said that this might work:


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brummel
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Posted: 16th Jul 2006 00:43 Edited at: 16th Jul 2006 03:11
I havent tested it yet but i dont understand how that would make/cause slowmo.

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Jiffy
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Posted: 16th Jul 2006 07:23
This would be my theory:

Take every character used in that level and import it into a model editor, animations and all. The next step is to alter the bipeds and double every single frame--meaning you have twice the amount. Then, go into the .FPE of this new character and alter the animations to double their originals (making it equal to the doubled amount of frames).
Now, go into the .fpe that this character is using. Half to "movefore=x" amounts.
Now, put this new character over its normal speed character at every point in the level. Make sure that these slow-mo chracters have "Spawn
At Start?" set to "No". Then, make a trigger zone using Uman's loading/unloading script and load the slow characters and unload the normal ones. I *believe* this would need to be at the end of the level as you won't be able to go back to the normal characters and have them in the new places.

Again, this is theory and I don't know if it'd work. If it was at the end of the level, you'd only need to do the slow doubles for enemies after that point as you'd have already killed the other ones.

This would also have some flaws. Your speed wouldn't be altered, and the same with physics. The animations would also be fairly jerky, unless you went in and made the doubles just between the normal two, which would be incredibly hard work.


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Dr Cuddles
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Posted: 17th Jul 2006 01:07
Wow its a very good bu obvious idea just doubling everything, this would take a lot of time and effort, not mentioning you will need to have a basic knowledge of scripting and modeling and also need to have the neccessary programs

"I dont' know what weapons will be fought with in WW3 but in WW4 it will be sticks and stones" - Albert Einstien
Jiffy
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Posted: 17th Jul 2006 14:12
It really wouldn't take that much *effort*, just a lot of time.

The fact that you'd need a modeller is true, but that's about it. What was that fairly cheap ($20) program that Lee released the FPSC bipeds for? Can't totally remember, but that would do. And the necessary scripting knowledge isn't *that* deep. You just need to know where to go--I'm sure someone could probably do it by following the fairly vague instructions I gave in my previous post.

But again, it would look jerky.


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Wrycu
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Posted: 17th Jul 2006 17:43
Not worth it, if you ask me.

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Les Horribres
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Location: My Name is... Merry
Posted: 19th Jul 2006 01:08
Quote: "I havent tested it yet but i dont understand how that would make/cause slowmo"


It is off an old script, it causes an emense amount of physics calculations to run through the system thus causing point lag. The system slows down but can also be speed back up again.

At least that is what it did last time I tried it.

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Wrycu
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Posted: 20th Jul 2006 03:33
Controllable lag, eh? Thats quite an interesting thought..

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