Pause();

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Expand view Topic review: Pause();

Re: Pause();

by Gez » Sun Apr 25, 2010 11:41 pm

XutaWoo wrote:
XutaWoo wrote:I'd imagine it'd stop everything except the script that called it.
Which would require retooling the script thinkers so that they may or may not be paused depending on arbitrary factors. Too much hassle.

Re: Pause();

by XutaWoo » Sun Apr 25, 2010 8:19 pm

randy wrote:
Logan MTM wrote:This ACS command Pause and UnPause the game.
And again, your script would be paused along with the rest of the game. The user would have to manually hit the pause key, because your script would have no chance to unpause the game until after the user unpaused it, at which point being able to unpause it from a script is moot.
XutaWoo wrote:I'd imagine it'd stop everything except the script that called it.
Still can't imagine a use for this that couldn't be solved by a more customizable PowerTimeFreeze though.

Re: Pause();

by randi » Sun Apr 25, 2010 8:10 pm

Logan MTM wrote:This ACS command Pause and UnPause the game.
And again, your script would be paused along with the rest of the game. The user would have to manually hit the pause key, because your script would have no chance to unpause the game until after the user unpaused it, at which point being able to unpause it from a script is moot.

Re: Pause();

by Ceeb » Sun Apr 25, 2010 5:02 pm

Slasher wrote:I believe in the Xbox version, it does pause the action.
I can confirm this.

Re: Pause();

by Logan MTM » Sun Apr 25, 2010 10:12 am

Timefreeze powerup doesn't work well cus the "unfreeze" isn't intant.

Or not?

Re: Pause();

by Slasher » Sun Apr 25, 2010 12:54 am

Project Dark Fox wrote:Yeah, uh, did you know the game doesn't wait for you if you're using your PDA in Doom3? You can be easily attacked if you're unaware of that imp behind you.
True for the PC version, but I believe in the Xbox version, it does pause the action.

Re: Pause();

by Project Shadowcat » Sun Apr 25, 2010 12:44 am

Yeah, uh, did you know the game doesn't wait for you if you're using your PDA in Doom3? You can be easily attacked if you're unaware of that imp behind you.

Re: Pause();

by Logan MTM » Sat Apr 24, 2010 9:57 pm

My bad, i didn't expain well.
This ACS command Pause and UnPause the game.
If HudMesages could still runing its sound perfect to make PDA scripts as Doom 3 does. ^^

Re: Pause();

by randi » Sat Apr 24, 2010 8:29 pm

Considering that you would have no way to unpause the game after pausing it, what would be the point?

Re: Pause();

by Ceeb » Sat Apr 24, 2010 8:21 pm

XutaWoo wrote:I can't imagine any uses for a regular mod. Maybe a joke mod where the game stops in the middle of a dramatic jump, only to resume with the player's velocity cut to 0, but that's about it.
And you could do all that with Thing_Stop and a timefreeze powerup anyway.

Re: Pause();

by XutaWoo » Sat Apr 24, 2010 7:46 pm

I'd imagine it'd stop everything except the script that called it.

I can't imagine any uses for a regular mod. Maybe a joke mod where the game stops in the middle of a dramatic jump, only to resume with the player's velocity cut to 0, but that's about it.

Re: Pause();

by Slasher » Sat Apr 24, 2010 6:36 pm

You mean as an ACS command? What would it's purpose be?

Also, it doesn't sound very friendly... If all of a sudden my game froze, stopped playing music, and everything else that the Pause key does, but without any text or effects to explain what just happened, I would think something was wrong with my computer all of a sudden. :?

Pause();

by Logan MTM » Sat Apr 24, 2010 6:00 pm

Its work like the normal Pause key but without the "PAUSE" gfx and the colormap effect.

Possible?

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