Can someone help me remember this console command?

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Stimich
31 Posts
Posted Oct 22, 2010
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:

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I've tried to search Google, but without succsess.

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msleeper
4,136 Posts
Admin
Posted Oct 22, 2010
Replied 8 minutes later
My first guess is host_timescale.
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Stimich
31 Posts
Posted Oct 22, 2010
Replied 2 minutes later
Well, then you guessed wrong, my friend. Host_timescale will affect everything.
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Omnicoder
299 Posts
Posted Oct 22, 2010
Replied 46 minutes later
Looks like a func_vphysics_motion brush controlled by switches.
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youme
937 Posts
Posted Oct 23, 2010
Replied 14 hours later

Omnicoder 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)

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p0rtalplayer
1,366 Posts
Posted Oct 23, 2010
Replied 1 hour later
It looks like the fast forward button uses host_timescale

The other effects look like, as said previously, func_vphysics_motion

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Stimich
31 Posts
Posted Oct 23, 2010
Replied 16 minutes later
The FF button uses host_timescale, the other two uses phys_timescale.
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hanging_rope
435 Posts
Posted Oct 23, 2010
Replied 6 hours later
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?
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Stimich
31 Posts
Posted Oct 23, 2010
Replied 2 hours later
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.
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hanging_rope
435 Posts
Posted Oct 23, 2010
Replied 1 hour later
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.)
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Stimich
31 Posts
Posted Oct 26, 2010
Replied 2 days later
I am somewhat finished with my first map of five.

It will be the only map I will upload on Youtube, since I want the rest to be a suprise.
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I still need to find out what the particle timescale command is though.

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msleeper
4,136 Posts
Admin
Posted Oct 26, 2010
Replied 2 hours later
Looks neat. Contest map?
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youme
937 Posts
Posted Oct 26, 2010
Replied 14 minutes later
I am liking these puzzles. Not so much the slowdown/speedup sounds, but this yields incredible potential.
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Stimich
31 Posts
Posted Oct 26, 2010
Replied 43 minutes later

msleeper wrote:
Looks neat. Contest map?

As much as it hurts me to say so, no. A friend of mine and I are making a small map pack with this concept. But it would be fun to join in.

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hanging_rope
435 Posts
Posted Oct 27, 2010
Replied 15 hours later

youme wrote:
I am liking these puzzles. Not so much the slowdown/speedup sounds, but this yields incredible potential.

Indeed it does. wink, wink