Since this Is HLCoders, I would assume that you're actually programming here. So, what I would do first is make a slowmo autogamesystem that manages the slowmo effect, ie: the "start" and "stop" and "maintain". Start would setup a value for the start time, and the end time (when it's at lowest value) End would setup a value for the start time, and the end time (when it's back at 1.0f) the maintain (or think part) would decide "am i starting slowmo, or am i ending slowmo" and not do anything if it has finished the transition part. Then you can just use a function like FLerp to smoothly transition from off to on, and on to off.
ie: some semi psuedo-code. // if ( turnon ) { //go from normal speed down to 25% speed float timescale = clamp(FLerp(1.0f, 0.25f, slowMoStartTime, slowMoFinishTime, MIN(gpGlobals->curtime, slowMoFinishTime ), 0.0f, 1.0f); host_timescale.SetValue( timescale ); if ( timescale == 0.25f ) { turnon = false; } } else if ( turnoff) { float timescale = clamp(FLerp(0.25f, 1.0f, slowMoStartTime, slowMoFinishTime, MIN(gpGlobals->curtime, slowMoFinishTime ), 0.0f, 1.0f ); host_timescale.SetValue( timescale ); if ( timescale == 1.0f ) turnoff = false; } On Mon, Feb 18, 2013 at 10:31 AM, Jesse Oak <wazanato...@gmail.com> wrote: > 1. Use a point_servercommand entity and a func_button. > > 2. Have it make several changes really fast (going from .01 to .1 would be > something like .02, .03, .04, etc) > > 3. I'm not sure I understand what you want to limit > > > On Sat, Feb 16, 2013 at 10:06 PM, M B <playerz...@live.com> wrote: > >> Hm, I'll look into that. For now, I'd better ask a few more questions. >> >> 1. How would I tie a set timescale to a button? >> 2. How can I make the soft transition between real- and "slow-time"? >> 3. How can I limit >> >> ------------------------------ >> From: saul.renni...@gmail.com >> Date: Sat, 16 Feb 2013 22:43:10 +0000 >> To: hlcoders@list.valvesoftware.com >> Subject: Re: [hlcoders] Slow-Mo >> >> See the host_timescale ConVar. It sets a scalar on how game time passes >> relative to real time. For example, with host_timescale 0.1, 1 game-world >> second passes in 10 real-world seconds >> >> >> >> Kind regards, >> Saul Rennison >> >> >> On 16 February 2013 22:18, M B <playerz...@live.com> wrote: >> >> I'm looking for a way to use a "slow motion" feature, similar to that of >> F.E.A.R. 3/F.3.A.R., in a Source mod. Is there a way to do so? >> >> e.g. https://www.youtube.com/watch?v=T-aFt5QQls0 >> e.g. https://www.youtube.com/watch?v=ijjU0Z5A9G0 >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >> >> >> >> _______________________________________________ To unsubscribe, edit your >> list preferences, or view the list archives, please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >> >> > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > -- -Tony
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