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Author Topic: Freeze Time  (Read 771 times)

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Offline supershooter

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Freeze Time
« on: 06 Oct 2005, 18:24:21 »
Firstly, the other topic DOES NOT HELP.

Ok, the other time topic does talk about what I want do to do but it isnt clear enough. I want to freeze time, but still be able to move a camera (camera.sqs) around in normal time. So I could get a massive explosion, freeze it halfway through, go all the way round it (matrix style  :) ) and then continue again in normal time.

If this is possible I aint a codey so I'll need step by step help  ;D

- supershooter
« Last Edit: 06 Oct 2005, 18:24:59 by supershooter »

Offline h-

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Re:Freeze Time
« Reply #1 on: 06 Oct 2005, 18:43:43 »
Use almost stopped time and very fast camCommit...
May work...
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Offline Platoon Patton

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Re:Freeze Time
« Reply #2 on: 06 Oct 2005, 19:09:50 »
Well if U try smth like this:

Code: [Select]
#lab
~0.1
skiptime (-(1/36000))
hint format ["%1",daytime]
goto "lab"

You will see that the Time (Daytime) stays stabile,but thats just that...
I mean its like stopping your watch,but time is still going on heh..

You can stop the clock,but not time.

In SP you can play with Setacctime.

If U Freeze the camera 1 second on a target,and use Setacctime 0.02 U have 50 seconds now.
Thats why Hater is pointing to very fast camcommits,because they will slow down factor 50 too.

In MP SetaccTime is NOT working.

So check camera tutorials (Camsettarget,comcommit...etc,SetaccTime)
Zooming around with the camera can be done with a trigger (Effects)
Triggers can be setpossed (getpos "your xplosion")

Gl & HF  :)


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Offline bedges

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Re:Freeze Time
« Reply #3 on: 06 Oct 2005, 20:24:19 »
you will find that using setacctime slows down movement of the camera too. what i would suggest, just like HateR_Kint above, is use setacctime 0.2 or thereabouts, but account for slow time in the camer move, thus making it last 0.5 seconds, which in reality - along with the setacctime command - will make the camera gently rotate around the explosion.

Offline supershooter

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Re:Freeze Time
« Reply #4 on: 06 Oct 2005, 21:00:15 »
Have been fiddling with this and found something interesting.

Using camera.sqs with setacctime the camera still moves normally.  ;D Probably wont work once I make a cutscene though, I'll try the camcommit idea.

-supershooter