(for 3) Oh, right. I was talking about the meter in the center - it goes down 
each time you use it, and recharges when not it use. Over the campaign in 
F.E.A.R. 3, it grows by increments, allowing you to enter slow motion longer.

Date: Sun, 17 Feb 2013 19:31:12 -0600
From: wazanato...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Slow-Mo

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.
How would I tie a set timescale to a button?How can I make the soft transition 
between real- and "slow-time"?
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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