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
>>
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>>
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>
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-- 
-Tony
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