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Portal - Time slowed down?

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Is there any chance of getting time slowed down by a trigger or something? or something similar, you walk slow jump slow that stuff? also physics go slow...
thanks!

- Stimich

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You know there is a Portal bullet time mod.

PortalFan77 wrote:
You know there is a Portal bullet time mod.

may be, but the question was if I could do that by a trigger :P

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Funny you should mention this as I just finished a small map based entirely around the concept. It's quite easy to do but you have to enable sv_cheats for it to work. I only say this cos the hud will show that sv_cheats is enabled when it happens. Anyway basically you'll need an entity called point_clientcommand. Give it a name like "consolecommand" or whatever and then have the trigger fire an output to the point_clientcommand with "command" as the input and "sv_cheats 1" in the parameters box. After that you'll need to fire another command with the parameters as "host_timescale *" where * is the time scale you want to use. 1 is normal, 2 is double speed, 0.5 is half speed, etc.

I not sure if you can gradually change it other than firing loads of outputs one after another. For my map I also used an env_fade to maximise the changes effects coupled with a sound and changes to the HDR tone balence. It just emphasises the slowness but I wonder if you could create your own color balence settings to maybe wash out the colours during the slow down. That would be cool. I'm gonna check that out and get back to you actually :D

Oh yeah sorry that this might be obvious but be aware that the delays on the triggers will change after a host_timescale command according to what scale you use. Sorry I'm going on a bit here but also be aware that sv_cheats will remain on even after you quit the map so the player won't be able to complete challenges unless you fire a command with "sv_cheats 0" as parameters or they manually do it.

Nearly forgot to mention as well that all names above should be without quotes.

Hope that helps dude :)

I made a Quake 1 (!) map a long time ago where the gravity was lower in some sections. I used triggers and a bit of scripting to change the gravity variable with a console command, but that also caused a message to appear on the HUD. The solution I found was to put a number of blank lines after the change gravity command, so that the offending message would scroll out of view immediately. Perhaps you can do the same here. (Just send your point_clientcommand an event with an empty parameter. (I haven't tested this in Source, so YMMV.))

EDIT: I just realised, 0.23 seconds after pressing "submit", that it says something like "sv_cheats changed to 1", not the actual command. So the above tip likely doesn't work, because you can't give a command that would just output a blank line. Bummer. :oops:

mazk1985 wrote:
[...] I wonder if you could create your own color balence settings to maybe wash out the colours during the slow down. [...]

Yup! Use a color_correction or color_correction_volume entity.
See this article for an explanation.

Sendificate series: Sendificate | A Beam Too Far | Airtime | 302
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic

WTF is this shit.
Image

Why dont we see this kind of quality in valve maps.

mazk1985 wrote:
Funny you should mention this as I just finished a small map based entirely around the concept. It's quite easy to do but you have to enable sv_cheats for it to work. I only say this cos the hud will show that sv_cheats is enabled when it happens. Anyway basically you'll need an entity called point_clientcommand. Give it a name like "consolecommand" or whatever and then have the trigger fire an output to the point_clientcommand with "command" as the input and "sv_cheats 1" in the parameters box. After that you'll need to fire another command with the parameters as "host_timescale *" where * is the time scale you want to use. 1 is normal, 2 is double speed, 0.5 is half speed, etc.

I not sure if you can gradually change it other than firing loads of outputs one after another. For my map I also used an env_fade to maximise the changes effects coupled with a sound and changes to the HDR tone balence. It just emphasises the slowness but I wonder if you could create your own color balence settings to maybe wash out the colours during the slow down. That would be cool. I'm gonna check that out and get back to you actually :D

Oh yeah sorry that this might be obvious but be aware that the delays on the triggers will change after a host_timescale command according to what scale you use. Sorry I'm going on a bit here but also be aware that sv_cheats will remain on even after you quit the map so the player won't be able to complete challenges unless you fire a command with "sv_cheats 0" as parameters or they manually do it.

Nearly forgot to mention as well that all names above should be without quotes.

Hope that helps dude :)

LOL thanks :D it worked perfectly! :D thank you :)

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HMW wrote:
Yup! Use a color_correction or color_correction_volume entity.
See this article for an explanation.

Thanks dude. Had a quick look and I didnt know there was a UI for color correction. I thought I had to get down and dirty with color codes or something. UI's ftw :)

mazk1985 wrote:
Thanks dude. Had a quick look and I didnt know there was a UI for color correction. I thought I had to get down and dirty with color codes or something. UI's ftw :)

http://www.youtube.com/watch?v=P3UKXZBZldQ here is the results! I found a way to not make a new trigger to make it real time!

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If you find a way to hide the "server sv_cheats set to 1" message, It would be perfect.

Nice work tho, Very nice.

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