Freeze through ACS

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Expand view Topic review: Freeze through ACS

by Nash » Sat May 19, 2007 3:20 pm

Gah, silly me. I should have known that the correct way to disable the time freezer (or any powerup for that matter) is to remove "PowerTimeFreezer", not "TimeFreezer".

Obviously I have never worked with DECORATE powerups. Sorry for the inconvenience.

Here's the WAD anyway for anyone who wants to see a creative way to use the TimeFreezer powerup. I initially had the problem where the music would forced to be paused with the TimeFreezer active but I found out that reducing the duration prevents the music pausing, which is what I needed for my other WAD.

http://nash.wanzafran.com/doomstuff/freeze.zip

by Nash » Sat May 19, 2007 2:39 pm

The problem is that despite removing TimeFreezer from the player, the duration time is still active. So if I set a really high duration time, like 99999999, removing the TimeFreezer will have no effect and everything will freeze for a very very long time.

I'll come back to this thread with an example WAD for you to see.

by Graf Zahl » Sat May 19, 2007 2:10 pm

Removing the time freezer is exactly what an 'unfreeze' ACS command would do as well. What's the problem.

by Nash » Sat May 19, 2007 12:47 pm

But Graf, removing the TimeFreezer from the player doesn't immediately cancel the effect which isn't ideal for what I intend to use this for.

Any other suggestions?

by Graf Zahl » Sat May 19, 2007 10:00 am

Or...


'no'ing this. If you think about it, there really isn't much that would be gained by adding another method to do something that can be done easily with the features at hand so I really don't see the need to waste time on it.

by edward850 » Tue May 15, 2007 1:41 pm

Dont you think thats a tad bit hacky for you cutman?

by Cutmanmike » Tue May 15, 2007 1:41 pm

You could "slow" the game down by constantly turning freeze on and off. That's why I said earlier that it would be best to just have an on/off feature.

by edward850 » Tue May 15, 2007 1:39 pm

Well if you’re going to add that, you might as well add PlayerGame_Speed (fixed speed, actor tid).
A cookie to who can find out what it does ;)

by earbenT » Tue May 15, 2007 1:17 pm

How difficult would it be to implement a Game_Speed (fixed speed) function like Kate mentioned?

by Graf Zahl » Tue May 15, 2007 2:21 am

Argh. I hit the wrong button. I only wanted to edit my post - but since I can delete the redundant one I just did that! :P

by Penguinator » Mon May 14, 2007 6:28 pm

Haha, double post!
/ban

by Graf Zahl » Mon May 14, 2007 6:25 pm

Remember, the more you want the less likely you are to get it. Adding a means to set freeze mode from ACS is easy. I'd just add another option to SetPlayerPropertx for this (but on the other hand, that'd create no less code than doing with Give/TakeInventory.) But when it comes to configurability this will get much more complicated and far less likely to be done.

by earbenT » Mon May 14, 2007 3:17 pm

But what if you want to just slow down or speed up objects rather than freeze them completely? Besides, the time it takes for objects to enter or leave a frozen state should be configurable.

by Nash » Mon May 14, 2007 12:06 pm

You're right, come to think of it. Having a simple on/off function is much better.

by Cutmanmike » Mon May 14, 2007 3:16 am

I'd find just Freeze(On/off) more useful to be honest.

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