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> Quick question about host_timescale command, Why does this keep defaulting to 1?
bdo7
post Jul 18 2011, 12:25 PM
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Hi, I know it's been a while since you guys used the Source engine, but I'm trying to tinker with some console commands in ZC and having one recurring problem.

Whenever I use the "host_timescale" command to speed up / slow down the game, it always reverts to the default value of 1 almost immediately.

I cannot figure out why it is doing this, or how to overcome it. Anyone have any ideas?

BTW, this is a great game. I just now picked it up on the Steam sale, and I'm sorry that I missed it before. It's magnificent, nice work! I will be keeping a watchful eye on ALL your future games, because you are brilliant.

Thanks in advance for any help with this!
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Andres Bordeu
post Jul 18 2011, 03:19 PM
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I'm not 100% sure, but I think this must have to do with a slow motion controller which only sets slow motion when you perform a full charged evade punch. The script/code has to make sure that while this attack is not playing the host_timescale must be always set to 1. I can't remember if this is set directly through code or in a specific controller you can locate with Hammer. Maybe it can be overridden with another cheat command?
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Carlos Bordeu
post Jul 18 2011, 07:15 PM
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Don't remember for sure either... but are you activating sv_cheats 1 before?
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bdo7
post Jul 19 2011, 01:07 AM
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QUOTE (Carlos Bordeu @ Jul 18 2011, 06:15 PM) *
Don't remember for sure either... but are you activating sv_cheats 1 before?


Yeah, using sv_cheats 1. And it does work, only for a moment. I think Andres is right. (And someone on the Valve SDK forums said nearly the same thing.)

Ah well, it's not a game that really cries out for slow-mo anyway (not a lot of gunplay).

Thanks for the responses!
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David C
post Jul 19 2011, 10:37 AM
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QUOTE (bdo7 @ Jul 19 2011, 01:07 AM) *
Yeah, using sv_cheats 1. And it does work, only for a moment. I think Andres is right. (And someone on the Valve SDK forums said nearly the same thing.)

Ah well, it's not a game that really cries out for slow-mo anyway (not a lot of gunplay).

Thanks for the responses!


We keep modifying that value in the code to adjust it to the desired value (on each frame).

we did this to "blend" between the different values of slow-mo so it would feel fluid
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bdo7
post Jul 19 2011, 01:35 PM
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QUOTE (David C @ Jul 19 2011, 09:37 AM) *
We keep modifying that value in the code to adjust it to the desired value (on each frame).

we did this to "blend" between the different values of slow-mo so it would feel fluid


Thanks for the clarification. It works very well, so I probably shouldn't be trying to break it. smile.gif
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David C
post Jul 19 2011, 04:32 PM
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QUOTE (bdo7 @ Jul 19 2011, 01:35 PM) *
Thanks for the clarification. It works very well, so I probably shouldn't be trying to break it. smile.gif

you can try using debug_slowmotion_enable
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