Author Topic: Matrix Bullet Time  (Read 1179 times)

I think it would be cool if 2 players were shooting at eachother and the projectiles had zones around them that slowed everything inside the zone down to 0.2 timescale while they are in the zone!

Not possible.
Sorry, but with the way the engine is programmed, it's not possible.

Not possible.
Sorry, but with the way the engine is programmed, it's not possible.

even if it was possible it'd be pretty much pointless



i mean someone else could just attack while Derpy and Herpy try to cross-counter eachother in slow-mo

Hey wait... its possible. The modern warfare pack has a flash grenade that slows a any player that is in its radius down to 0, while other people are on the timescale of 1

Hey wait... its possible. The modern warfare pack has a flash grenade that slows a any player that is in its radius down to 0, while other people are on the timescale of 1
the one on rtb?

the one on rtb?
Yes...

PS: The people in the blast radius slow down to a timescale of 0 while people out of the blast remain fine.

It's possible but it just results in network desyncs.
If you think about it, you realize it can't work. The same projectile can not be going two different speeds for different players, because it would result in the same projectile being in two different places at once, which doesn't make sense. The result is the client sees something that is different than what it actually is on the server.
For example, you may see a rocket heading straight towards you, but you see it in slow motion so it's 10 feet away, and you have plenty of time to move out of the way. Then you suddenly blow up because the server says its right in your face.
« Last Edit: January 15, 2012, 03:03:56 AM by Headcrab Zombie »

It's possible but it just results in network desyncs.
If you think about it, you realize it can't work. The same projectile can not be going two different speeds for different players, because it would result in the same projectile being in two different places at once, which doesn't make sense. The result is the client sees something that is different than what it actually is on the server.
For example, you may see a rocket heading straight towards you, but you see it in slow motion so it's 10 feet away, and you have plenty of time to move out of the way. Then you suddenly blow up because the server says its right in your face.
Resolution... Everyone sees it in slow motion when it gets near you. Just increase the projectiles zone, and when your player enters the zone it should make you, and the projectile slow down , like it would if the servers timescale was 2.

I was trying to get something like this to work in the past.

If you created an series of events that would modify the timescale, you could achieve a similar effect. For example, you could have the server change the timescale to 0.2 for 5 seconds, then change it back to normal for 20 secs. Repeat that loop.

Resolution... Everyone sees it in slow motion when it gets near you. Just increase the projectiles zone, and when your player enters the zone it should make you, and the projectile slow down , like it would if the servers timescale was 2.
There's multiple issues with that
-The only way to do this would to be constantly searching for player objects in an area around the projectile. It would have to do it very often to compensate for the fast movement speed of some projectiles, a method that would get laggy with large amounts of projectiles.
-The only way to slow down a player would be to change their playertype, which is never ideal for something like this because you never know what kind of funky playertype they might be using previously. It could be a horse DM, and suddenly the horse changes into a blockhead, and it looks very awkward and broken.
-I don't believe there's a way to slow a projectile after it's been created.


I was trying to get something like this to work in the past.

If you created an series of events that would modify the timescale, you could achieve a similar effect. For example, you could have the server change the timescale to 0.2 for 5 seconds, then change it back to normal for 20 secs. Repeat that loop.
That doesn't solve the issue of only making it affect certain players.

I was trying to get something like this to work in the past.

If you created an series of events that would modify the timescale, you could achieve a similar effect. For example, you could have the server change the timescale to 0.2 for 5 seconds, then change it back to normal for 20 secs. Repeat that loop.
I have that
It changes the timescale to 0.2 for 1 second (its 5 times slower than normal)
then it waits for 29 seconds untill it fixes
it only wiorks when you shoot the brick tho, there is on "on projectile enter zone > client > set timescale

I made the set timescale event, just dont know how to make projectile zones

There's multiple issues with that
-The only way to do this would to be constantly searching for player objects in an area around the projectile. It would have to do it very often to compensate for the fast movement speed of some projectiles, a method that would get laggy with large amounts of projectiles.
-The only way to slow down a player would be to change their playertype, which is never ideal for something like this because you never know what kind of funky playertype they might be using previously. It could be a horse DM, and suddenly the horse changes into a blockhead, and it looks very awkward and broken.
-I don't believe there's a way to slow a projectile after it's been created.

That doesn't solve the issue of only making it affect certain players.
There's multiple resolutions with this
-Just make a zone around the projectile and when a player enters the zone he slows down, along with the bullet.
-:| really?REALLY? The stun grenade in the modern warfare pack could slow down people without changeing there playertypes.
-1. Fire your gun. 2. /Timescale 0 3. Slow mo bullet matrix time.

Why change the timescale when that causes so many problems?

Couldn't you simply slow down the player and the bullet via datablocks?

I would rather just have an admin only event to change timescale...