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ForumsCog Forum → Bullet time in JK... might work...
Bullet time in JK... might work...
2001-11-14, 1:04 PM #1
It could work if I could figure out how to change typing "t" then "slowmo on" to pressing an assigned key, it would work. Then it would say "Bullet time on/off" instead of "Slowmo is on/off". I was playing around with slowmo in JK a few mins ago and I thought it was really cool when fighting. It would be great because it would be compatible with all mods. Or most.

Maybe?

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Windows Really Good Edition.
DO NOT WANT.
2001-11-14, 4:30 PM #2
http://forums.massassi.net/html/Forum4/HTML/002664.html
2001-11-14, 4:59 PM #3
As far as I know, there is no way to enable/disable slomo via cog. There simply is no command for it.


If anyone would like to prove me wrong...

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Success is the inverse relationship between effort, gain, and loss.
And when the moment is right, I'm gonna fly a kite.
2001-11-14, 6:32 PM #4
Well heres how I would do it.
upon a predertimened event (timer or inventory item. . .) the cog sends a trigger to the peepz kyle.cog setting there extra speed to like .5 or whatever would slow them down (forgot exactly cause i never use that line). Then have every weapon check the state of the game in the kyle.cog, and if it returns bullettime as true, then it fires a different proj. temp., one set with trailthing as concblast2p or something similar to that and a slower speed. I'm pretty sure that would all work, but im to lazy to do that. and other ideas would be a item that stops projectiles being fired at you.
2001-11-14, 6:48 PM #5
EVERYTHING must be slower, is a bullet-time.

EVERYTHING = 1. move speed, 2. jump speed, 3. projectile speed, 4. motion speed, 5. smokes, debris etc speeds. 6. Sound tone.

1 - Easy.
2. Half grav.
3. Easy.
4. Not possible, animation of a 3do can't go slowed down.(ex : Saber move can't go slowed down) Unless, you make a new key for every possible move...that is.
5. Possible. Dynamically half the velocity. But since the grav is half, you must double the z velocity.
6. ChangeSoundPitch, (probably)

Good luck [http://forums.massassi.net/html/smile.gif]

Btw, comsole command cannot be overridden by any means, other than what the text displays as an effect's result.

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http://millennium.massassi.net/ - Millennium

[This message has been edited by Hideki (edited November 14, 2001).]
2001-11-14, 6:52 PM #6
I didn't even think of animations, youd have to lengthen the animations manually, that would be a huge time consuming job. dang . . . just change them all to dflt.3do 's theen theres no animations hehe
2001-11-14, 6:56 PM #7
Box time... [http://forums.massassi.net/html/tongue.gif]

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http://millennium.massassi.net/ - Millennium
2001-11-15, 10:36 AM #8
You can freeze animations with ParseArg(thing, "move=none"); I accidentally stumped upon it a day ago. Dunno if it will resume w/ the last frame though.

Also, bullet time is A LOT slower than JK slowmo. Everything is almost FROZEN.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2001-11-16, 11:48 PM #9
I'm too kind for you, guys...
http://ksn.d2g.com/cave2/caveysstuff/slowkeys.zip

(External saber animations, slown down.)

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Guns don't kill people. Kids who play computer games do.
[edit: Visit Cave_Demon's site: http://cave2.2ya.com ! -stat]
[This message has been hacked by StaticX (edited September 11, 2001).]
WHAT?
2001-11-17, 2:06 AM #10
Now we need someone to compile the idea and contents together [http://forums.massassi.net/html/smile.gif]

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http://millennium.massassi.net/ - Millennium

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