Can someone help me remember this console command?
Quote from Stimich on October 22, 2010, 4:28 pmI remember a while back that I messed around with the timescale of the particles, but now I cannot remember the command!
Also, a long time ago I made a thread asking how to change the timescale by triggers,
I've recently picked this up again and made something new:I've tried to search Google, but without succsess.
I remember a while back that I messed around with the timescale of the particles, but now I cannot remember the command!
Also, a long time ago I made a thread asking how to change the timescale by triggers,
I've recently picked this up again and made something new:
I've tried to search Google, but without succsess.
Quote from msleeper on October 22, 2010, 4:37 pmMy first guess is host_timescale.
My first guess is host_timescale.
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Quote from Stimich on October 22, 2010, 4:39 pmWell, then you guessed wrong, my friend. Host_timescale will affect everything.
Well, then you guessed wrong, my friend. Host_timescale will affect everything.
Quote from youme on October 23, 2010, 8:25 amOmnicoder wrote:Looks like a func_vphysics_motion brush controlled by switches.My first guess was this, but the fast forward increases the fire rate and the animation speed of the portal gun. which doesn't happen when using func_vphysics_motion. All the other effects (players moving faster/slower as well as objects moving faster/slower indipendantly) can be done by func_vphysics_motion
(am using one in my contest entry)
My first guess was this, but the fast forward increases the fire rate and the animation speed of the portal gun. which doesn't happen when using func_vphysics_motion. All the other effects (players moving faster/slower as well as objects moving faster/slower indipendantly) can be done by func_vphysics_motion
(am using one in my contest entry)
Quote from p0rtalplayer on October 23, 2010, 9:31 amIt looks like the fast forward button uses host_timescale
The other effects look like, as said previously, func_vphysics_motion
It looks like the fast forward button uses host_timescale
The other effects look like, as said previously, func_vphysics_motion
Quote from hanging_rope on October 23, 2010, 4:39 pmDamn.
I was already planning on using this in my map. (Oh well, my idea is slightly different anyway.)
EDIT: Wait... how did you change the timescale of the turret? phys_timescale doesn't affect turrets, so are you using a trigger system?
Damn.
I was already planning on using this in my map. (Oh well, my idea is slightly different anyway.)
EDIT: Wait... how did you change the timescale of the turret? phys_timescale doesn't affect turrets, so are you using a trigger system?
Quote from Stimich on October 23, 2010, 7:24 pmI guess it may be done differently, all I did was turning on and off the AI like: 0.10 off, 0.20 on, 0.30 off etc. it's sloppy, but it works. If there are better ways of doing this, please say so.
I guess it may be done differently, all I did was turning on and off the AI like: 0.10 off, 0.20 on, 0.30 off etc. it's sloppy, but it works. If there are better ways of doing this, please say so.
Quote from hanging_rope on October 23, 2010, 8:59 pmThe system I tried using (And failed at using) was a trigger system, i.e. you put a trigger infront of a turret set to friendly, when the player enters that trigger, the turret recieves the input of firebullet at player. Your system is much easier and better. (Except it wouldn't work with what I am doing in my map.)
The system I tried using (And failed at using) was a trigger system, i.e. you put a trigger infront of a turret set to friendly, when the player enters that trigger, the turret recieves the input of firebullet at player. Your system is much easier and better. (Except it wouldn't work with what I am doing in my map.)