Author Topic: A gamemode that takes advantage of the timescale command.  (Read 1903 times)

Like a slow-mo DM or something.

just type /timescale 0
And make a video game
how hard is that

I think he wants something that changes the timecale at select moments, I.e the game randomly chooses that now is a good time and slows the game down, or slows the game down when a match starts and makes the timescale normal between matches.

how about a slow motion explosives dm?


I'm planning on making a SuperHot gamemode, you know, how time only moves when you do.

Wrapperup wrote me the script for the timescale changes, I just need the projectiles to be slower as well.

I'm planning on making a SuperHot gamemode, you know, how time only moves when you do.

Wrapperup wrote me the script for the timescale changes, I just need the projectiles to be slower as well.
How does this work with more than one player?

How does this work with more than one player?

Its supposed to be a single-player story though, like the actual game.

Of course for multiplayer you can always use client timescale.
« Last Edit: October 02, 2013, 05:28:28 PM by TeeOS »

Of course for multiplayer you can always use client timescale.
Giving clients different timescales is a terrible idea for multiple reasons and a few add-ons doing so have been failed

The biggest problem with such a gamemode in multiplayer is that all players need to be present to the action when it slows down / speeds up otherwise it will be kinda stupid being on the other side of the map, having nothing to do with it and then suddenly slowmo.
The best use this could possibly have is when critical events happen (I.E. Capture Point captured, game started, game ended).
Alternatively, for single player campaigns, but still not that much of a use there. Except for SuperHot.

Giving clients different timescales is a terrible idea for multiple reasons and a few add-ons doing so have been failed
It's not game breaking, it just doesn't work as intended.