Page 1 of 2 12 LastLast
Results 1 to 15 of 26
  1. #1
    best22's Avatar
    Join Date
    Dec 2011
    Gender
    male
    Location
    Germany
    Posts
    35
    Reputation
    10
    Thanks
    98

    Exclamation Help with isnipe 3

    I need help dear forum ;d
    So here my problem
    i wish to add a slow motion killcam :S
    can you help me with sending codes or something like that?
    thnx ;D

  2. #2
    writeoffz's Avatar
    Join Date
    Oct 2011
    Gender
    male
    Location
    Antwerp
    Posts
    16
    Reputation
    10
    Thanks
    1
    If you're something with this: the Dvar for slowmotion is:
    Code:
    "timescale"
    
    //the default value:
    setDvar( "timescale", 1 );
    
    //for slowmotion just make it smaller then 1
    setDvar( "timescale", 0.5 );
    just put this Dvar in the .gsc with the killcam..
    Hope this helped

  3. #3
    best22's Avatar
    Join Date
    Dec 2011
    Gender
    male
    Location
    Germany
    Posts
    35
    Reputation
    10
    Thanks
    98
    THANX ALOOOT ! DD

    Edit : dont work -..-
    Last edited by best22; 01-03-2012 at 04:10 PM.

  4. #4
    writeoffz's Avatar
    Join Date
    Oct 2011
    Gender
    male
    Location
    Antwerp
    Posts
    16
    Reputation
    10
    Thanks
    1
    Quote Originally Posted by best22 View Post
    THANX ALOOOT ! DD

    Edit : dont work -..-
    It should work, give me a few minutes, I'll test it myself, but it worked for me so..
    BTW, now that I think of it, it isn't smart to make the killcam in slowmo using this method, because the slow motion is for every player in the game.
    So when you see the killcam in slow motion, every player is in slowmotion..
    Last edited by writeoffz; 01-04-2012 at 05:23 AM.

  5. #5
    best22's Avatar
    Join Date
    Dec 2011
    Gender
    male
    Location
    Germany
    Posts
    35
    Reputation
    10
    Thanks
    98
    Quote Originally Posted by writeoffz View Post
    It should work, give me a few minutes, I'll test it myself, but it worked for me so..
    BTW, now that I think of it, it isn't smart to make the killcam in slowmo using this method, because the slow motion is for every player in the game.
    So when you see the killcam in slow motion, every player is in slowmotion..
    just my feedback : I tried it with this

     
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;

    init()
    {
    precacheString(&"PLATFORM_PRESS_TO_SKIP");
    precacheString(&"PLATFORM_PRESS_TO_RESPAWN");
    precacheString(&"PLATFORM_PRESS_TO_COPYCAT");
    precacheShader("specialty_copycat");

    level.killcam = maps\mp\gametypes\_tweakables::getTweakableValue( "game", "allowkillcam" );
    }

    killcam(
    attackerNum, // entity number of the attacker
    killcamentityindex, // entity number of the entity to view (grenade, airstrike, etc)
    killcamentitystarttime, // time at which the killcamentity came into being
    sWeapon, // killing weapon
    predelay, // time between player death and beginning of killcam
    offsetTime, // something to do with how far back in time the killer was seeing the world when he made the kill; latency related, sorta
    timeUntilRespawn, // will the player be allowed to respawn after the killcam?
    maxtime, // time remaining until map ends; the killcam will never last longer than this. undefined = no limit
    attacker, // entity object of attacker
    victim // entity object of the victim
    )
    {
    // monitors killcam and hides HUD elements during killcam session
    //if ( !level.splitscreen )
    // self thread killcam_HUD_off();

    self endon("disconnect");
    self endon("spawned");
    level endon("game_ended");

    if ( attackerNum < 0 )
    return;

    // length from killcam start to killcam end
    if (getdvar("scr_killcam_time") == "") {
    if ( sWeapon == "artillery_mp" || sWeapon == "stealth_bomb_mp" )
    camtime = (gettime() - killcamentitystarttime) / 1000 - predelay - .1;
    else if ( level.showingFinalKillcam )
    camtime = 4.0;
    else if ( sWeapon == "javelin_mp" )
    camtime = 8;
    else if ( issubstr( sWeapon, "remotemissile_" ) )
    camtime = 5;
    else if ( !timeUntilRespawn || timeUntilRespawn > 5.0 ) // if we're not going to respawn, we can take more time to watch what happened
    camtime = 5.0;
    else if ( sWeapon == "frag_grenade_mp" || sWeapon == "frag_grenade_short_mp" || sWeapon == "semtex_mp" )
    camtime = 4.25; // show long enough to see grenade thrown
    else
    camtime = 2.5;
    }
    else
    camtime = getdvarfloat("scr_killcam_time");

    if (isdefined(maxtime)) {
    if (camtime > maxtime)
    camtime = maxtime;
    if (camtime < .05)
    camtime = .05;
    }

    // time after player death that killcam continues for
    if (getdvar("scr_killcam_posttime") == "")
    postdelay = 2;
    else {
    postdelay = getdvarfloat("scr_killcam_posttime");
    if (postdelay < 0.05)
    postdelay = 0.05;
    }

    /* timeline:

    | camtime | postdelay |
    | | predelay |

    ^ killcam start ^ player death ^ killcam end
    ^ player starts watching killcam

    */

    killcamlength = camtime + postdelay;

    // don't let the killcam last past the end of the round.
    if (isdefined(maxtime) && killcamlength > maxtime)
    {
    // first trim postdelay down to a minimum of 1 second.
    // if that doesn't make it short enough, trim camtime down to a minimum of 1 second.
    // if that's still not short enough, cancel the killcam.
    if ( maxtime < 2 )
    return;

    if (maxtime - camtime >= 1) {
    // reduce postdelay so killcam ends at end of match
    postdelay = maxtime - camtime;
    }
    else {
    // distribute remaining time over postdelay and camtime
    postdelay = 1;
    camtime = maxtime - 1;
    }

    // recalc killcamlength
    killcamlength = camtime + postdelay;
    }

    killcamoffset = camtime + predelay;

    startTime = getTime();
    self notify ( "begin_killcam", startTime );

    self.sessionstate = "spectator";
    self.forcespectatorclient = attackerNum;
    self.killcamentity = -1;
    if ( killcamentityindex >= 0 )
    self thread setKillCamEntity( killcamentityindex, killcamoffset, killcamentitystarttime );
    self.archivetime = killcamoffset;
    self.killcamlength = killcamlength;
    self.psoffsettime = offsetTime;

    // ignore spectate permissions
    self allowSpectateTeam("allies", true);
    self allowSpectateTeam("axis", true);
    self allowSpectateTeam("freelook", true);
    self allowSpectateTeam("none", true);

    if ( isDefined( attacker ) && level.showingFinalKillcam ) // attacker may have disconnected
    {
    self openMenu( "killedby_card_display" );
    self SetCardDisplaySlot( attacker, 7 );
    }

    self thread endedKillcamCleanup();

    // wait till the next server frame to allow code a chance to update archivetime if it needs trimming
    wait 0.05;

    assertex( self.archivetime <= killcamoffset + 0.0001, "archivetime: " + self.archivetime + ", killcamoffset: " + killcamoffset );
    if ( self.archivetime < killcamoffset )
    println( "WARNING: Code trimmed killcam time by " + (killcamoffset - self.archivetime) + " seconds because it doesn't have enough game time recorded!" );

    camtime = self.archivetime - .05 - predelay;
    killcamlength = camtime + postdelay;
    self.killcamlength = killcamlength;

    if ( camtime <= 0 ) // if we're not looking back in time far enough to even see the death, cancel
    {
    println( "Cancelling killcam because we don't even have enough recorded to show the death." );

    self.sessionstate = "dead";
    self.forcespectatorclient = -1;
    self.killcamentity = -1;
    self.archivetime = 0;
    self.psoffsettime = 0;

    self notify ( "killcam_ended" );

    return;
    }

    if ( level.showingFinalKillcam )
    thread doFinalKillCamFX( camtime );

    self.killcam = true;

    self initKCElements();

    if ( !level.splitscreen )
    {
    self.kc_timer.alpha = 1;
    self.kc_timer setTenthsTimer(camtime);
    }

    if ( timeUntilRespawn && !level.gameEnded )
    {
    if ( timeUntilRespawn > 0 )
    setLowerMessage( "kc_info", game["strings"]["waiting_to_spawn"], timeUntilRespawn );
    else
    setLowerMessage( "kc_info", &"PLATFORM_PRESS_TO_SKIP" );
    }
    else if ( !level.gameEnded )
    {
    setLowerMessage( "kc_info", &"PLATFORM_PRESS_TO_RESPAWN" );
    }

    if ( !level.showingFinalKillcam )
    self.kc_skiptext.alpha = 1;
    else
    self.kc_skiptext.alpha = 0;

    self.kc_othertext.alpha = 0;
    self.kc_icon.alpha = 0;

    self thread spawnedKillcamCleanup();

    if ( self == victim && victim _hasPerk( "specialty_copycat" ) && isDefined( victim.pers["copyCatLoadout"] ) )
    self thread waitKCCopyCatButton( attacker );

    if ( !level.showingFinalKillcam )
    self thread waitSkipKillcamButton( timeUntilRespawn );
    else
    self notify ( "showing_final_killcam" );

    self thread endKillcamIfNothingToShow();

    self waittillKillcamOver();

    if ( level.showingFinalKillcam )
    {
    self thread maps\mp\gametypes\_playerlogic::spawnEndOfGame();
    return;
    }

    self thread calculateKillCamTime( startTime );

    self thread killcamCleanup( true );
    }


    doFinalKillCamFX( camTime )
    {
    if ( isDefined( level.doingFinalKillcamFx ) )
    return;
    level.doingFinalKillcamFx = true;

    intoSlowMoTime = camTime;
    if ( intoSlowMoTime > 1.0 )
    {
    intoSlowMoTime = 1.0;
    wait( camTime - 0.5 );
    }

    setDvar( "timescale", 1.0 );
    wait( intoSlowMoTime + .5 );
    setDvar( "timescale", 1.0 ); //0.5 = Not working!

    level.doingFinalKillcamFx = undefined;
    }


    calculateKillCamTime( startTime )
    {
    watchedTime = int(getTime() - startTime);
    self incPlayerStat( "killcamtimewatched", watchedTime );
    }

    waittillKillcamOver()
    {
    self endon("abort_killcam");

    wait(self.killcamlength - 0.05);
    }

    setKillCamEntity( killcamentityindex, killcamoffset, starttime )
    {
    self endon("disconnect");
    self endon("killcam_ended");

    killcamtime = (gettime() - killcamoffset * 1000);

    if ( starttime > killcamtime )
    {
    wait .05;
    // code may have trimmed archivetime after the first frame if we couldn't go back in time as far as requested.
    killcamoffset = self.archivetime;
    killcamtime = (gettime() - killcamoffset * 1000);

    if ( starttime > killcamtime )
    wait (starttime - killcamtime) / 1000;
    }
    self.killcamentity = killcamentityindex;
    }

    waitSkipKillcamButton( timeUntilRespawn )
    {
    self endon("disconnect");
    self endon("killcam_ended");

    while(self useButtonPressed())
    wait .05;

    while(!(self useButtonPressed()))
    wait .05;

    if ( !matchMakingGame() )
    self incPlayerStat( "killcamskipped", 1 );

    if ( timeUntilRespawn <= 0 )
    clearLowerMessage( "kc_info" );

    self notify("abort_killcam");
    }

    waitKCCopyCatButton( attacker )
    {
    self endon("disconnect");
    self endon("killcam_ended");

    self waitCopyCatButton( attacker );

    self notify("abort_killcam");
    }

    waitDeathCopyCatButton( attacker )
    {
    self endon ( "disconnect" );

    self initKCElements();

    usedCopycat = self waitCopyCatButton( attacker );

    if ( !isDefined( usedCopycat ) )
    {
    self.kc_icon.alpha = 0;
    self.kc_othertext.alpha = 0;
    }
    }

    waitCopyCatButton( attacker )
    {
    self endon ( "spawned_player" );
    self endon ( "death_delay_finished" );
    self.kc_icon setShader( "specialty_copycat", 48, 48 );
    self.kc_othertext setText( &"PLATFORM_PRESS_TO_COPYCAT" );
    self.kc_othertext.alpha = 1;
    self.kc_icon.alpha = 1;

    self notifyOnPlayerCommand( "use_copycat", "weapnext" );

    self waittill( "use_copycat" );

    self.pers["copyCatLoadout"]["inUse"] = true;
    self.pers["copyCatLoadout"]["owner"] = attacker;

    self.kc_othertext fadeOverTime( 0.5 );
    self.kc_othertext.alpha = 0;

    self.kc_icon fadeOverTime( 0.25 );
    self.kc_icon scaleOverTime( 0.25, 512, 512 );
    self.kc_icon.alpha = 0;

    if ( isDefined( attacker ) )
    attacker thread maps\mp\gametypes\_hud_message:layerCardSplashNotify( "copied", self );

    self playLocalSound( "copycat_steal_class" );

    return true;
    }

    waitSkipKillcamSafeSpawnButton()
    {
    self endon("disconnect");
    self endon("killcam_ended");

    if ( !self maps\mp\gametypes\_playerlogic::maySpawn() )
    return;

    while(self fragButtonPressed())
    wait .05;

    while(!(self fragButtonPressed()))
    wait .05;

    self.wantSafeSpawn = true;

    self notify("abort_killcam");
    }

    endKillcamIfNothingToShow()
    {
    self endon("disconnect");
    self endon("killcam_ended");

    while(1)
    {
    // code may trim our archivetime to zero if there is nothing "recorded" to show.
    // this can happen when the person we're watching in our killcam goes into killcam himself.
    // in this case, end the killcam.
    if ( self.archivetime <= 0 )
    break;
    wait .05;
    }

    self notify("abort_killcam");
    }

    spawnedKillcamCleanup()
    {
    self endon("disconnect");
    self endon("killcam_ended");

    self waittill("spawned");
    self thread killcamCleanup( false );
    }

    endedKillcamCleanup()
    {
    self endon("disconnect");
    self endon("killcam_ended");

    level waittill("game_ended");

    self thread killcamCleanup( true );
    }

    killcamCleanup( clearState )
    {
    if(isDefined(self.kc_skiptext))
    self.kc_skiptext.alpha = 0;

    if(isDefined(self.kc_timer))
    self.kc_timer.alpha = 0;

    if(isDefined(self.kc_icon))
    self.kc_icon.alpha = 0;

    if(isDefined(self.kc_othertext))
    self.kc_othertext.alpha = 0;

    self.killcam = undefined;

    if ( !level.gameEnded )
    self clearLowerMessage( "kc_info" );

    self thread maps\mp\gametypes\_spectating::setSpectatePermissi ons();

    self notify("killcam_ended"); // do this last, in case this function was called from a thread ending on it

    if ( !clearState )
    return;

    self.sessionstate = "dead";
    self ClearKillcamState();
    }



    cancelKillCamOnUse()
    {
    self.cancelKillcam = false;
    self thread cancelKillCamOnUse_specificButton( ::cancelKillCamUseButton, ::cancelKillCamCallback );
    //self thread cancelKillCamOnUse_specificButton( ::cancelKillCamSafeSpawnButton, ::cancelKillCamSafeSpawnCallback );
    }

    cancelKillCamUseButton()
    {
    return self useButtonPressed();
    }
    cancelKillCamSafeSpawnButton()
    {
    return self fragButtonPressed();
    }
    cancelKillCamCallback()
    {
    self.cancelKillcam = true;
    }
    cancelKillCamSafeSpawnCallback()
    {
    self.cancelKillcam = true;
    self.wantSafeSpawn = true;
    }

    cancelKillCamOnUse_specificButton( pressingButtonFunc, finishedFunc )
    {
    self endon ( "death_delay_finished" );
    self endon ( "disconnect" );
    level endon ( "game_ended" );

    for ( ;; )
    {
    if ( !self [[pressingButtonFunc]]() )
    {
    wait ( 0.05 );
    continue;
    }

    buttonTime = 0;
    while( self [[pressingButtonFunc]]() )
    {
    buttonTime += 0.05;
    wait ( 0.05 );
    }

    if ( buttonTime >= 0.5 )
    continue;

    buttonTime = 0;

    while ( !self [[pressingButtonFunc]]() && buttonTime < 0.5 )
    {
    buttonTime += 0.05;
    wait ( 0.05 );
    }

    if ( buttonTime >= 0.5 )
    continue;

    self [[finishedFunc]]();
    return;
    }
    }

    initKCElements()
    {
    if ( !isDefined( self.kc_skiptext ) )
    {
    self.kc_skiptext = newClientHudElem(self);
    self.kc_skiptext.archived = false;
    self.kc_skiptext.x = 0;
    self.kc_skiptext.alignX = "center";
    self.kc_skiptext.alignY = "top";
    self.kc_skiptext.horzAlign = "center_adjustable";
    self.kc_skiptext.vertAlign = "top_adjustable";
    self.kc_skiptext.sort = 1; // force to draw after the bars
    self.kc_skiptext.font = "default";
    self.kc_skiptext.foreground = true;
    self.kc_skiptext.hideWhenInMenu = true;

    if ( level.splitscreen )
    {
    self.kc_skiptext.y = 20;
    self.kc_skiptext.fontscale = 1.2; // 1.8/1.5
    }
    else
    {
    self.kc_skiptext.y = 32;
    self.kc_skiptext.fontscale = 1.8;
    }
    }

    if ( !isDefined( self.kc_othertext ) )
    {
    self.kc_othertext = newClientHudElem(self);
    self.kc_othertext.archived = false;
    self.kc_othertext.y = 18;
    self.kc_othertext.alignX = "left";
    self.kc_othertext.alignY = "top";
    self.kc_othertext.horzAlign = "center";
    self.kc_othertext.vertAlign = "middle";
    self.kc_othertext.sort = 10; // force to draw after the bars
    self.kc_othertext.font = "small";
    self.kc_othertext.foreground = true;
    self.kc_othertext.hideWhenInMenu = true;

    if ( level.splitscreen )
    {
    self.kc_othertext.x = 16;
    self.kc_othertext.fontscale = 1.2;
    }
    else
    {
    self.kc_othertext.x = 62;
    self.kc_othertext.fontscale = 1.6;
    }
    }

    if ( !isDefined( self.kc_icon ) )
    {
    self.kc_icon = newClientHudElem(self);
    self.kc_icon.archived = false;
    self.kc_icon.x = 16;
    self.kc_icon.y = 16;
    self.kc_icon.alignX = "left";
    self.kc_icon.alignY = "top";
    self.kc_icon.horzAlign = "center";
    self.kc_icon.vertAlign = "middle";
    self.kc_icon.sort = 1; // force to draw after the bars
    self.kc_icon.foreground = true;
    self.kc_icon.hideWhenInMenu = true;
    }

    if ( !level.splitscreen )
    {
    if ( !isdefined( self.kc_timer ) )
    {
    self.kc_timer = createFontString( "hudbig", 1.0 );
    self.kc_timer.archived = false;
    self.kc_timer.x = 0;
    self.kc_timer.alignX = "center";
    self.kc_timer.alignY = "middle";
    self.kc_timer.horzAlign = "center_safearea";
    self.kc_timer.vertAlign = "top_adjustable";
    self.kc_timer.y = 42;
    self.kc_timer.sort = 1; // force to draw after the bars
    self.kc_timer.font = "hudbig";
    self.kc_timer.foreground = true;
    self.kc_timer.color = (0.85,0.85,0.85);
    self.kc_timer.hideWhenInMenu = true;
    }
    }
    }



    and mae this timescale thing here
    Code:
    doFinalKillCamFX( camTime )
    {
    	if ( isDefined( level.doingFinalKillcamFx ) )
    		return;
    	level.doingFinalKillcamFx = true;
    	
    	intoSlowMoTime = camTime;
    	if ( intoSlowMoTime > 1.0 )
    	{
    		intoSlowMoTime = 1.0;
    		wait( camTime - 0.5 );
    	}
    	
    	setDvar( "timescale", 1.0 );
    	wait( intoSlowMoTime + .5 );
    	setDvar( "timescale", 1.0 ); //Default is =1, for slow-Motion make it smaller than 1 so(0.5)
    	
    	level.doingFinalKillcamFx = undefined;
    }
    Edit: I've ried many things but everytime i changed numbers there it wasnt working and next round all game was laggy (=wraping like hell) -.-
    Last edited by best22; 01-04-2012 at 05:32 AM.
    So Serious !

  6. #6
    writeoffz's Avatar
    Join Date
    Oct 2011
    Gender
    male
    Location
    Antwerp
    Posts
    16
    Reputation
    10
    Thanks
    1
    I'm not sure if you can use this, but here's another slowmotion code, used for the nuke:
    Code:
    //SetSlowMotion( <startTimescale>, <endTimescale>, <deltaTime> )
    	setSlowMotion( 1.0, 0.25, 0.5 );

  7. #7
    best22's Avatar
    Join Date
    Dec 2011
    Gender
    male
    Location
    Germany
    Posts
    35
    Reputation
    10
    Thanks
    98
    ok seems to be nice but where can i put this ?:S
    So Serious !

  8. #8
    moja.jst's Avatar
    Join Date
    Sep 2010
    Gender
    male
    Posts
    417
    Reputation
    10
    Thanks
    24
    My Mood
    Sneaky
    setDvar( "timescale", 1.0 ); <-------- change this
    wait( intoSlowMoTime + .5 ); time is slovmotiion
    setDvar( "timescale", 1.0 ); //0.5 = Not working! end and change to 1.0 time( you would have slowmotion at the end of kill cam)

    probably here.
    and change upper number

  9. #9
    best22's Avatar
    Join Date
    Dec 2011
    Gender
    male
    Location
    Germany
    Posts
    35
    Reputation
    10
    Thanks
    98
    Quote Originally Posted by moja.jst View Post
    setDvar( "timescale", 1.0 ); <-------- change this
    wait( intoSlowMoTime + .5 ); time is slovmotiion
    setDvar( "timescale", 1.0 ); //0.5 = Not working! end and change to 1.0 time( you would have slowmotion at the end of kill cam)

    probably here.
    and change upper number
    Whats upper number, dude?
    BTW Thanks,
    So Serious !

  10. #10
    Jorndel's Avatar
    Join Date
    Jul 2010
    Gender
    male
    Location
    Norway
    Posts
    8,674
    Reputation
    905
    Thanks
    18,539
    My Mood
    Angelic
    Quote Originally Posted by best22 View Post
    Whats upper number, dude?
    BTW Thanks,
    @best22

    Have you looked in the GSC Rip Collection?
    I am sure you would have found almost all your answers.
    Because the Kill-cam is in slow motion.

    And this: NB, Ages since I did this.
    Code:
    doFinalKillCamFX( camTime ) //So you can thread this and set the camtime.
    {
    	if ( isDefined( level.doingFinalKillcamFx ) ) //If the game is doing Killcam
    		return;  //Returning nothing.
    	level.doingFinalKillcamFx = true; // setting the killcam is happening now.
    	
    	intoSlowMoTime = camTime; //Setts the "injected" killcam time to the intoSlowMoTime variable.
    	if ( intoSlowMoTime > 1.0 ) //If the intSlowMoTime is Bigger/greater then 1.0
    	{
    		intoSlowMoTime = 1.0; //Sets the intoSlowMoTime to 1.0 - Think that is the default value.
    		wait( camTime - 0.5 ); // Wait's for the  camTime to do the - operation.
    	}
    	
    	setDvar( "timescale", 1.0 ); //Using the SlowMotion dvar to set the slow-motion.
    	wait( intoSlowMoTime + .5 ); //Waiting to do the + operation.
    	setDvar( "timescale", 1.0 ); //Setting the slowmotion to default value
    	
    	level.doingFinalKillcamFx = undefined; // the killcam is currently unknown if its happening.
    }
    Remember, I might not be 100% right. Since it's long time since I have done this.
    Last edited by Jorndel; 01-04-2012 at 11:02 AM.

     
    Contributor 01.27.2012 - N/A
    Donator 07-17-2012 - Current
    Editor/Manager 12-16-12 - N/A
    Minion 01-10-2013 - 07.17.13
    Former Staff 09-20-2012 - 01-10-2013 / 07-17-2013 - Current
    Cocksucker 20-04-2013 - N/A

  11. #11
    best22's Avatar
    Join Date
    Dec 2011
    Gender
    male
    Location
    Germany
    Posts
    35
    Reputation
    10
    Thanks
    98
    WOW *__*
    Ok good thanx
    I'll try this
    Last edited by best22; 01-04-2012 at 11:09 AM.
    So Serious !

  12. #12
    Jorndel's Avatar
    Join Date
    Jul 2010
    Gender
    male
    Location
    Norway
    Posts
    8,674
    Reputation
    905
    Thanks
    18,539
    My Mood
    Angelic
    Quote Originally Posted by best22 View Post
    WOW *__*
    Omg cant thank much to you ;DDDD
    ?
    Didn't you get the answers you needed?

    Well, think I did wrong with the wait's :P

    Because it do the + / - operation to set the wait time.

    So like the:
    wait( camTime - 0.5 ); = camtime - 0.5 Lets say that camTime = 1.0 and then the wait time will be 0.5 = 0.5 Sec

    wait( intoSlowMoTime + .5 ); = intoSlowMoTime + 5 Would be the same as above just you add 0.5 to the time. To wait before doing code below.

    If I am not wrong again I think

     
    Contributor 01.27.2012 - N/A
    Donator 07-17-2012 - Current
    Editor/Manager 12-16-12 - N/A
    Minion 01-10-2013 - 07.17.13
    Former Staff 09-20-2012 - 01-10-2013 / 07-17-2013 - Current
    Cocksucker 20-04-2013 - N/A

  13. #13
    best22's Avatar
    Join Date
    Dec 2011
    Gender
    male
    Location
    Germany
    Posts
    35
    Reputation
    10
    Thanks
    98
    Oh well dude i dont understand this just say what i must add @ this Dofinalkillcamfx :P
    So Serious !

  14. #14
    Jorndel's Avatar
    Join Date
    Jul 2010
    Gender
    male
    Location
    Norway
    Posts
    8,674
    Reputation
    905
    Thanks
    18,539
    My Mood
    Angelic
    Look....

    setDvar( "timescale", 1.0 ); <-------- change this
    wait( intoSlowMoTime + .5 ); time is slovmotiion
    setDvar( "timescale", 1.0 ); //0.5 = Not working! end and change to 1.0 time( you would have slowmotion at the end of kill cam)

    What the other guy posted.

     
    Contributor 01.27.2012 - N/A
    Donator 07-17-2012 - Current
    Editor/Manager 12-16-12 - N/A
    Minion 01-10-2013 - 07.17.13
    Former Staff 09-20-2012 - 01-10-2013 / 07-17-2013 - Current
    Cocksucker 20-04-2013 - N/A

  15. #15
    moja.jst's Avatar
    Join Date
    Sep 2010
    Gender
    male
    Posts
    417
    Reputation
    10
    Thanks
    24
    My Mood
    Sneaky
    Quote Originally Posted by Jorndel View Post
    ?
    Didn't you get the answers you needed?

    Well, think I did wrong with the wait's :P

    Because it do the + / - operation to set the wait time.

    So like the:
    wait( camTime - 0.5 ); = camtime - 0.5 Lets say that camTime = 1.0 and then the wait time will be 0.5 = 0.5 Sec

    wait( intoSlowMoTime + .5 ); = intoSlowMoTime + 5 Would be the same as above just you add 0.5 to the time. To wait before doing code below.

    If I am not wrong again I think
    basicly wait( intoSlowMoTime + .5 ); sets for how long slowmotion will last
    EDIT: sorry didnt see uper post but this explains further anyway(little further )
    Last edited by moja.jst; 01-04-2012 at 11:55 AM.

Page 1 of 2 12 LastLast

Similar Threads

  1. [Solved] Help with iSnipe
    By darkxan9b in forum Call of Duty Modern Warfare 2 Help
    Replies: 7
    Last Post: 07-04-2011, 06:39 AM
  2. [Help Request] help with ca hacks
    By moises8 in forum Combat Arms Help
    Replies: 4
    Last Post: 05-10-2011, 06:55 PM
  3. [Help Request] Anyone can help with this ?
    By devileyebg in forum Vindictus Help
    Replies: 1
    Last Post: 05-01-2011, 04:57 PM
  4. [Help Request] need help with mod
    By .:MUS1CFR34K:. in forum Call of Duty Modern Warfare 2 GSC Modding Help/Discussion
    Replies: 4
    Last Post: 05-01-2011, 01:40 PM
  5. [Help Request] need help with modding
    By BayBee Alyn in forum Combat Arms Help
    Replies: 0
    Last Post: 04-27-2011, 10:06 PM