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FPSC Classic Product Chat / Matrix and bullet time effects

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zniper monkey
19
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Joined: 28th Jul 2005
Location: Look behind your curtain... HA! Got you!
Posted: 11th Apr 2006 03:25
Is it possible to insert bullet-time, matrix flips and jumps in fpsc by coding a factor that changes the framerate on spwecific items.

I'm a noob and proud of it!!! GRRRR!!!
Acolyte Entertainment
19
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Joined: 28th Dec 2004
Location: Oregon, US
Posted: 11th Apr 2006 03:26
lol

Colonel Jax
18
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Joined: 18th Feb 2006
Location: Flame St., Fire City , Hell
Posted: 11th Apr 2006 14:51
i don't know exactly but i guess its impossbile to change the frame rate for spacific time or area ...etc

ROAD TO AQSA Project .... JOin Us NoW
Benjamin A
19
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Joined: 31st Oct 2005
Location: The Netherlands
Posted: 11th Apr 2006 19:55
You expect that for $50?

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Lost Soul
18
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Joined: 3rd Feb 2006
Location: Trapped in DOS
Posted: 11th Apr 2006 21:11
hmm... if u got an entity to dive then the fps would go down to around 3 creating a slow motion effect...

Doom,where the sanest place is behind a trigger.
brummel
18
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Joined: 26th Nov 2005
Location: Sweden
Posted: 11th Apr 2006 22:38 Edited at: 12th Apr 2006 09:25
It will not be slowmotion just because the fps drops, just lag. If you want slowmo you just have to animate your characters so they move in slowmotion and then use animate=x to choose when they should have the normal animation and the slowmo animation.

PS Studios Entertainment Games
18
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Joined: 9th Apr 2006
Location: Ohio, PSSE Studio
Posted: 11th Apr 2006 22:45
mhmm... I donno good Q...maybe you can do that with an making of that darkbasic or proffesional or somthing?!

Hey, wheres all the cream fillin?
BULLSHOCK 2
Retired Moderator
19
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Joined: 14th Jun 2005
Location: Shocking Bulls
Posted: 11th Apr 2006 23:34
but you cant slow down physics or player movement in-game

Lizblizz
18
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Joined: 13th Dec 2005
Location:
Posted: 12th Apr 2006 02:14
it would be best to use it fmv/cutscene lots of games do that i dont think you can do all that in fpsc maybe just fmv's...good enough use a good program truespace 5-7 or 3d max

Silent Hill
Lost Soul
18
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Joined: 3rd Feb 2006
Location: Trapped in DOS
Posted: 12th Apr 2006 12:18
'sigh' it was a joke....

Doom,where the sanest place is behind a trigger.
BIG computer geek
19
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Joined: 22nd Jul 2005
Location: Manchester, UK
Posted: 12th Apr 2006 15:00
bullet time with some games would require the 'timescale' command

im not sure about fpsc

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mr splatface
19
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Joined: 8th Jan 2005
Location: in fpsc
Posted: 14th Apr 2006 22:26
FPScreator doesnt have graphical bullets, so bullet time wouldnt work. be neat if it did though.

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Les Horribres
19
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Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 15th Apr 2006 05:47
but scripts can!

::physicsforce=10000000000000

bullshox will know what it does.

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Benjamin A
19
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Joined: 31st Oct 2005
Location: The Netherlands
Posted: 15th Apr 2006 09:52
OnePost, he probably will, but no one else knows what it does or can even use it..... must be a favourite of yours, posting scripts/solution no one can really use

Bored of indoor? Add outdoor to your FPSC games!
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Need music for your games? Check the above link also!
Les Horribres
19
Years of Service
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Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 15th Apr 2006 19:18 Edited at: 15th Apr 2006 19:20
Yeah, expecally since I don't know the command

TriggerForce (at least I think it is)

It will run the gamespeed down to 0 using the ODE Physics engine. I had bullshox run it in one of his games, actually the script was suppose to make the object use the physics engine to randomly move or what not. Well, it was cool.

We all have our inner noob. Join the NJL, We have more fun!
I believe society is flawed; our notions on life, on child rearing, stem too far back to be of relevance in this day and time.

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