kadu522 wrote:Well time to bump this tread![]()
After playing with HD (Hideus destructor) mod. i noticed that useing weapon state keys for slo-mo way cause some problems with more complex mods.
While the mod itself works perfectly with no problems (useing the current stable) it has key overlap since all the guns in HD use all weapon-states in some way.
So is it posible to move the slo-mo to a exclusive key just for it. this would avoid control overlap problems.
I'm still useing this mod actively and i would love futher suport on this.
m8f wrote:Hi!
First, Spaceman333, thank you for making your addons! Monster Scouter was the first thing that I began tinkering with, so I can say that you, without knowing it, led me into modding.
Second, I propose a feature to Slomo Bullettime: external activation:Spoiler:
What will this feature bring? Two things:
1. Possibility to add custom keybindings.
2. Cross-mod support. With this new CVar, some other mod, if it is loaded alongside, could toggle Slomo Bullettime in some suitable moments.
DabbingSquidward wrote:Since GZDoom now has an i_timescale CVAR, is there a way it can be incorporated in future versions of this mod to allow for a true slow-mo/bullet-time effect?
m8f wrote:Here is Slomo Bullettime with added external activation.
In this version, bullettime can be activated by setting "m8f_sm_externaltoggle" to true.
Also, in this version, any key can be binded for toggling bullettime.
Spoiler:
m8f wrote:If you are up to editing ASC code, here is the solution:Spoiler:
Spaceman333 wrote:Wait, didn't unbinding the "Toggle Slomo" with backspace not work?
I thought the idea is that the player would only use one of the binds, Toggle Slomo or Toggle Slomo 2, using backspace in Customize Controls to unbind the first one and only using the second one.
Silentdarkness12 wrote:Spaceman333 wrote:Wait, didn't unbinding the "Toggle Slomo" with backspace not work?
I thought the idea is that the player would only use one of the binds, Toggle Slomo or Toggle Slomo 2, using backspace in Customize Controls to unbind the first one and only using the second one.
Wrong. Unbinding that will unbind any binds that are shared with it, too. So unbinding Slomo 1 causes HD's Unload Weapon function to also be unbound. They are one in the same. The new thing that just got put up, removing the first Slomo bind entirely, is good. Just rename Slomo 2 to just plain Slomo, and you have a fully compatible Slomo Bullettime mod, i'd say.
Script error, "SlomoBulletTime_Ultimate_R3.1c.pk3:decorate.txt" line 28:
"INVENTORY.NOSCREENBLINK" is an unknown flag
Execution could not continue.
1 errors while parsing DECORATE scripts
Users browsing this forum: Dzierzan, Somagu and 15 guests