ah, commands still go through.


On Tue, Jul 22, 2014 at 11:44 AM, Tony "omega" Sergi <omegal...@gmail.com>
wrote:

> or.. just issue the pause command.
> which does the same thing. it stops simulation, stops time from advancing,
> but ui still clearly works, and it still renders, and will still take the
> commands, just.. run them after unpause.
>
>
>
>
> On Tue, Jul 22, 2014 at 9:59 AM, Michael Kramer <kra...@siosphere.com>
> wrote:
>
>> I don't know if it would work...but maybe setting sv_timescale to 0,
>> which would effectively stop all gameplay but should allow for mouse and
>> keyboard input.
>>
>>
>> On Mon, Jul 21, 2014 at 2:27 PM, Krzysztof Lesiak <wave....@hotmail.com>
>> wrote:
>>
>>>   Hello,
>>>
>>> I’ve got a question regarding the paused state: is it possible to pause
>>> the game programmatically while still allowing kb/mouse input for a vgui
>>> element? What I’m trying to accomplish is a kind of menu, like e.g. the buy
>>> menu in CS, with the small difference that the game does not run, entities
>>> do not think, but are still drawn and the focus is on the UI as long as the
>>> player holds down a key.
>>> The best I could find in the source code was CBaseEntity’s MakeDormant
>>> method, although I’d have to alter it or write an own method that works
>>> similarly, because that one sets nodraw entity flags and does other
>>> undesirable things that I’d rather not have.
>>> Actually, what I want is not so different from the “normal” pause state
>>> when you press ESC, just that a custom panel should be rendered instead of
>>> the usual game menu. Does anybody know a good way to do this?
>>>
>>> Regards,
>>> Krzysztof Lesiak
>>>
>>>
>>> _______________________________________________
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>>>
>>>
>>
>>
>> --
>> *Michael Kramer, Software Engineer*
>> http://www.siosphere.com | kra...@siosphere.com
>>  *[c] 801-530-9454*
>>
>>
>>
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>
>
> --
> -Tony
>



-- 
-Tony
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