Portal - Time slowed down?
HMW wrote:
Hey guys, I know how to get rid of the sv_cheats message!
- At the start of your map, place a trigger_once. (Or re-use one you already have.)- Add an OnTrigger output with your point_clientcommand as the target.- Set the input to "Command" and the parameter to "hud_saytext_time 0". (No quotes.)The hud_saytext_time variable determines for how long the orange server messages stay on the screen, in seconds. (The default is 12.) So setting it to 0 causes the sv_cheats message to be visible for 0 seconds.
Good find mate. I'll incorporate it rite away
HMW wrote:
Hey guys, I know how to get rid of the sv_cheats message!
- At the start of your map, place a trigger_once. (Or re-use one you already have.)- Add an OnTrigger output with your point_clientcommand as the target.- Set the input to "Command" and the parameter to "hud_saytext_time 0". (No quotes.)The hud_saytext_time variable determines for how long the orange server messages stay on the screen, in seconds. (The default is 12.) So setting it to 0 causes the sv_cheats message to be visible for 0 seconds.THANK YOU
going to try it tomorrow, going to bed now, lol thanks man!
thank you everyone!
@Solomon:
The "Pitch" setting of sound-emitting entities actually changes the playback speed. Because of the way sound works, playing a sound file faster also raises its pitch. (Exactly like fast-forwarding a cassette tape.) This doesn't matter with normal sound effects in the game; often it's even desirable. (E.g. in case of an engine revving up.)
To change the pitch of music while keeping the speed constant, you need to re-sample it using an audio editing application like Audacity, save it as a new .wav or .mp3 file and use that in your map.
If you want to change one of Valve's stock soundtracks, you need to extract it from the game cache files using GcfScape and distribute the modified version with your map. (And risk getting sued for copyright infringement...)
it depends however on whether in hammer you can set something up to play a sound from a predetermined point... like start the sound file 3 seconds into it...
unfortunately im not at my computer with steam at the moment so i can' have a little play around... but if anyone knows if you can do that then i think i know a way of doing it...
edit: realised that the changing pitch thing would probably work anyway from what HMW posted... my idea was more for if u just wanted to change speed and not pitch...
monkeyman wrote:
i have an idea of how to speed up/slow down the sound at will...
it depends however on whether in hammer you can set something up to play a sound from a predetermined point... like start the sound file 3 seconds into it...
unfortunately im not at my computer with steam at the moment so i can' have a little play around... but if anyone knows if you can do that then i think i know a way of doing it...edit: realised that the changing pitch thing would probably work anyway from what HMW posted... my idea was more for if u just wanted to change speed and not pitch...
if you only changed the speed Glados would sound really stoned... xD haha, so I guess we'll have to change the pitch as well!
but it would be harder and mabey not possible, so id say just stick with changing pitch thing...
it would be cool if u could kind of toggle between time 'modes'
like mabey have 3 buttons - normal speed, 1/2 speed and stopped...
could make for some interesting puzzles...
monkeyman wrote:
thats cool!
it would be cool if u could kind of toggle between time 'modes'
like mabey have 3 buttons - normal speed, 1/2 speed and stopped...
could make for some interesting puzzles...
You ment like this? except that I used FastForward instead of normal speed..
but it didn't work... what to do?..
Stimich wrote:
You ment like this? except that I used FastForward instead of normal speed..
that stop time on is really weird...
i think it basically screw up the game if it stopped the player... i think you'd have to have it just stop the ball...
monkeyman wrote:
that stop time on is really weird...
i think it basically screw up the game if it stopped the player... i think you'd have to have it just stop the ball...
Yeah, you're right, but wouldn't it be a little ... hard if you stop time when you need the ball / cube later in the map?...
HMW wrote:
How do you turn the pause button off if you can't move?
You can move, I did like the developers of TimeShift did, the host_timescale is at 0.001, it may take a while... lol
Stimich wrote:
Yeah, you're right, but wouldn't it be a little ... hard if you stop time when you need the ball / cube later in the map?...
but if u can toggle whether the stop time on the ball is on or off then you can pause or unpause the cube...
monkeyman wrote:
but if u can toggle whether the stop time on the ball is on or off then you can pause or unpause the cube...
You can't decide which thing you can stop, I think, 'cus they're both prop_physics ... and the command is phys_timescale

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