Author Topic: Event: Timescale  (Read 1194 times)

Offtopic: Back from my two-month-or-so inactivity.
Ontopic:
This is just something I was thinking about for a day or so: an event that changes the timescale.
For Example:

 OnActivate --> Timescale --> ChangeTimescale ( 2 )

Output events:

ChangeTimescale ()
Reset Timescale

Would this even be possible?

Yes it is actually possible but it was failed

Yes it is actually possible but it was failed

Mmkay, I assume it had something to do with crashing the game or somethimg?

CpW, you really won't like the answer you'll get. Just forget this and move on. I don't think you have the stamina for the full argument you'd have to endure or read over from the past to create the understanding.

Badspot said it would cause network desynchronizations, I think.

Badspot said it would cause network desynchronizations, I think.
Depends, if it's server-wide or client-sided.

Badspot said it would cause network desynchronizations, I think.
that was for client-sided timescale

Badspot said it would cause network desynchronizations, I think.

That's because the old add-on did something like this:
commandToAll('timeScale', x);

If a newer version was to be made without network desync, you'd just have to simply change it to this:
setTimeScale(x);
commandToAll('timeScale', x);

CpW, you really won't like the answer you'll get. Just forget this and move on. I don't think you have the stamina for the full argument you'd have to endure or read over from the past to create the understanding.

Sounds fair enough to me. I honestly didn't know that this was attempted before.

Locking.