Re: [hlcoders] Slow-Mo

2013-02-17 Thread Jesse Oak
1. Use a point_servercommand entity and a func_button. 2. Have it make several changes really fast (going from .01 to .1 would be something like .02, .03, .04, etc) 3. I'm not sure I understand what you want to limit On Sat, Feb 16, 2013 at 10:06 PM, M B playerz...@live.com wrote: Hm, I'll

Re: [hlcoders] Slow-Mo

2013-02-17 Thread Tony omega Sergi
Since this Is HLCoders, I would assume that you're actually programming here. So, what I would do first is make a slowmo autogamesystem that manages the slowmo effect, ie: the start and stop and maintain. Start would setup a value for the start time, and the end time (when it's at lowest value)

Re: [hlcoders] Slow-Mo

2013-02-17 Thread M B
(for 3) Oh, right. I was talking about the meter in the center - it goes down each time you use it, and recharges when not it use. Over the campaign in F.E.A.R. 3, it grows by increments, allowing you to enter slow motion longer. Date: Sun, 17 Feb 2013 19:31:12 -0600 From: wazanato...@gmail.com