That’s a good thing, thanks for the tip. Now I only need to set up the proper 
commands to do the job, get rid of the “paused” image and set up my own UI.



From: Tony omega Sergi
Sent: ‎Tuesday‎, ‎22‎ ‎July‎, ‎2014 ‎04‎:‎46
To: hlcoders@list.valvesoftware.com





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

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[c] 801-530-9454




 


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-- 
-Tony



-- 
-Tony
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