Post: Slow mo mod, turn it off when round ends / kill S&D
06-11-2015, 12:26 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Theres the slow mo in the azza lobby patch that turns off once you kill the last person or round win / lose. Any idea of the code?
(adsbygoogle = window.adsbygoogle || []).push({});
06-11-2015, 12:40 AM #2
Loz
Vault dweller
Originally posted by sad
Theres the slow mo in the azza lobby patch that turns off once you kill the last person or round win / lose. Any idea of the code?


level waittill("game_ended");
06-11-2015, 01:10 AM #3
Originally posted by Loz View Post
level waittill("game_ended");


where exactly would I put this? still learning.
    Toggle_Timescales()
{
if(self.Timescales==0)
{
self.Timescales=1;
setDvar("timescale", "0.5");
self iPrintln("Slow Mo [^2On^7]");
}
else
{
self.Timescales=0;
setDvar("timescale", "1");
self iPrintln("Slow Mo [^1Off^7]");
}
}
06-11-2015, 01:14 AM #4
Put "self thread ToggleSlow();" on onplayerspawned() or add it as a function on the menu, like every other function and add "self.slow = 0;" on onplayerspawned
     ToggleSlow()
{
if(self.slow == 0)
{
foreach(player in level.players)
{
player iPrintln("Slow Motion is: ^2On");
player thread EndSlow();
}
setDvar("timescale", 0.5 );
self.slow = 1;
}
else if(self.slow == 1)
{
foreach(player in level.players)
player iPrintln("Slow Motion is: ^1Off");
setDvar("timescale", 1 );
self.slow = 0;
}
}

EndSlow()
{
level waittill("game_ended");
setDvar("timescale", 1 );
}
06-11-2015, 01:35 AM #5
Originally posted by Conditional View Post
Put "self thread ToggleSlow();" on onplayerspawned() or add it as a function on the menu, like every other function and add "self.slow = 0;" on onplayerspawned
     ToggleSlow()
{
if(self.slow == 0)
{
foreach(player in level.players)
{
player iPrintln("Slow Motion is: ^2On");
player thread EndSlow();
}
setDvar("timescale", 0.5 );
self.slow = 1;
}
else if(self.slow == 1)
{
foreach(player in level.players)
player iPrintln("Slow Motion is: ^1Off");
setDvar("timescale", 1 );
self.slow = 0;
}
}

EndSlow()
{
level waittill("game_ended");
setDvar("timescale", 1 );
}


where on onplayerspawned
06-11-2015, 02:30 AM #6
Originally posted by Conditional View Post
Put "self thread ToggleSlow();" on onplayerspawned() or add it as a function on the menu, like every other function and add "self.slow = 0;" on onplayerspawned
     ToggleSlow()
{
if(self.slow == 0)
{
foreach(player in level.players)
{
player iPrintln("Slow Motion is: ^2On");
player thread EndSlow();
}
setDvar("timescale", 0.5 );
self.slow = 1;
}
else if(self.slow == 1)
{
foreach(player in level.players)
player iPrintln("Slow Motion is: ^1Off");
setDvar("timescale", 1 );
self.slow = 0;
}
}

EndSlow()
{
level waittill("game_ended");
setDvar("timescale", 1 );
}


figured it out thanks Smile

Copyright © 2026, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo