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Slow field

Trude

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When mapping in the Unreal engine, I used to love tinkering with the slow field, which caused the speed of players and projectiles to be scaled up or down.
I wanted to try something similar to prefire syncs by utilizing a similar trigger. Does anything exist like this in Hammer?
« Last Edit: February 06, 2015, 09:38:30 PM by Trude »


RNC1839

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majoras has something like that on one of the jumps but I haven't looked into how it works.


879m

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I decompiled majoras and had a look at the jump. The door frames that are moving back and forth have push triggers parented to them, and under flags "everything(not including physics debris)" is checked. Then when you finish shooting you touch a trigger that toggles it off. Pretty much once the rocket touches the push trigger it goes at that speed, and the door moves slow enough that you can sync them all together. It'd be pretty complicated to implement something like this if you're falling, but other than that it isn't too bad to make.

So to answer your question, no, there is nothing in hammer that I know of *cough* zeq *cough* that slows down time for the player and projectiles, just a push trigger that can make everything inside it move at a set speed.


Zeq

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There is an old entity called player_speedmod that allows you to modify the speed of the player. But like many other entities, it has sadly been scrapped for TF2. I have tried directly modifying the speed of rockets before in hammer, but I believe the only way to do it is by modding. The only way I know of which you can change the speed of rockets in hammer is with a trigger_push. You could set up a thin screen which would slow down any rockets that fly through it. It will mess up the orientation of the rocket model though.