Author Topic: Time controls addon  (Read 1066 times)

I was looking through my addons folder, and I found a old addon I made back in version 19. I plan to bring it back from the dead. With some cool features that include modders adding their own features. If there is any modders that would like to help out with the coding, the more there is, the better it can get, and it will increase the time to push out the addon. I can tell you this, don't expect it anytime soon.

Now whats going in the addon, I will keep that a mystery for a few weeks before I release it(For the reason being, I would like to avoid posts with: "This should be under addon ideas." or something like that.) I'm going to do the impossible, and make the addon.

...
You gotta tell us what your add-on is or not post a topic at all.

    ...
    You gotta tell us what your add-on is or not post a topic at all.

    Well, when you put it like that...

    Time Controls will be broken down into its own addon. (Ex. Server_TCcore, TimeControls_Slow) What is time controls? If you heard of the well-known xbox orginal Blinx the Time Sweeper, the player will be able to manipulate time(I know that there is a timescale, but its rather dull if you don't mind me saying) This addon, in a way, sorta improves it. All other players, except the player that typed in the command, will be stuck in time. What commands will be on there:

      Available Commands at this point of development
      • /slow - Slows players down
      • /fastforward - Speeds up player that issued the command
      • /pause - stops the players movements, except the player that issued the command
      • /showfps - enables the FPS
      • /hidefps - disables the FPS - DOES NOT WORK AT THIS TIME!

      Some help with the /showfps and /hidefps will be a great help. Speak up if you want to help a fellow coder out.[/list][/list]
      « Last Edit: March 27, 2014, 05:36:39 PM by Quinn Mallory »

      That's going to end really messed up.

      What you need to do is set server timescale to 2.

      - every client can now control his movment speed by clientcmdtimescale(%val) which calls settimescale but that is irrelevant.

      - projectiles shot will still travel at timescale 2 though.

      - everyone else will appear lagging to everyone else.

      That's going to end really messed up.

      What you need to do is set server timescale to 2.

      - every client can now control his movment speed by clientcmdtimescale(%val) which calls settimescale but that is irrelevant.

      - projectiles shot will still travel at timescale 2 though.

      - everyone else will appear lagging to everyone else.

      Thats why I implented the /showfps to get the average frame rate when theres loads of people on, and I know that each client uses the clientcmdtimescale(%val), I know it can be done, with the right coding can fix the lag, and patch the lag issues. Thats why I want to try the challenge, and to prove everyone that no matter what other people say that I can do it.

      I know it can be done, with the right coding can fix the lag, and patch the lag issues. Thats why I want to try the challenge, and to prove everyone that no matter what other people say that I can do it.
      No, it can't. The engine is not designed to support multiple timescales at once in the same mission and no way are you going to fix anything about that in torkscript. But feel free to try.

      No, it can't. The engine is not designed to support multiple timescales at once in the same mission and no way are you going to fix anything about that in torkscript. But feel free to try.

      Its Torquescript.

      Its Torquescript.
      No. I call it torkscript because of how dork it is.

      No. I call it torkscript because of how dork it is.
      rekd

      How are you measuring client's fps?

      How are you measuring client's fps?
      You don't. Atleast, not server sided.

      You don't. Atleast, not server sided.
      How is he doing this, just with metrics(fps); for himself?

      Just a tip: You should start with rewriting the engine