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Jul 18 2011, 12:25 PM
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#1
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Newbie ![]() Group: Members Posts: 3 Joined: 18-July 11 Member No.: 10,737 |
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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Jul 18 2011, 03:19 PM
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#2
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![]() Super Member ![]() ![]() ![]() ![]() Group: Developers Posts: 1,201 Joined: 11-April 08 From: Santiago, Chile Member No.: 3 |
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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Jul 18 2011, 07:15 PM
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#3
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![]() Super Member ![]() ![]() ![]() ![]() Group: Developers Posts: 1,944 Joined: 11-April 08 From: Santiago, Chile Member No.: 4 |
Don't remember for sure either... but are you activating sv_cheats 1 before?
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Jul 19 2011, 01:07 AM
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#4
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Newbie ![]() Group: Members Posts: 3 Joined: 18-July 11 Member No.: 10,737 |
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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Jul 19 2011, 10:37 AM
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#5
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![]() Member ![]() ![]() Group: Developers Posts: 223 Joined: 11-April 08 From: Chile Member No.: 2 |
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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Jul 19 2011, 01:35 PM
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#6
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Newbie ![]() Group: Members Posts: 3 Joined: 18-July 11 Member No.: 10,737 |
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. |
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Jul 19 2011, 04:32 PM
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#7
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![]() Member ![]() ![]() Group: Developers Posts: 223 Joined: 11-April 08 From: Chile Member No.: 2 |
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