• Slo-Mo Corresponding M9
    17 replies, posted
First thing i want to say, is no, This is not some wierd "Shoot" Then "Slow Motion Death Sequence" gun, This is just a small project to do because i was bored, and it "MIGHT" Be usefull in machinimas that use host_timescale for slow motion. What it does is, read the players Convar of host_timescale, and pitch the weapon sounds via what it is. Example: host_timescale = 0.5 Pitch = 50 host_timescale = 0.2 Pitch = 20 So on so forth, it even works Sped up aswell up to about 2.5 host timescale i think. This isnt really release worthy, but i just thought i would share it with anyone who likes to use slow motion and have the feel of it. Download: [url=http://www.garrysmod.org/downloads/?a=view&id=89197][img]http://www.garrysmod.org/img/?t=dll&id=89197[/img][/url] Yeah it has a custom model sorry, I just liked the looks and feel of it. :3: [media]http://www.youtube.com/watch?v=jAfwZSWVJkg[/media]
Could be useful, any chance you can make a script that does it TO ALL SOUNDS?
[QUOTE=loled;19801273]Could be useful, any chance you can make a script that does it TO ALL SOUNDS?[/QUOTE] I would love to, but i dont know if theres a function or hook where all the sounds get proccessed.
[QUOTE=Wizey!;19801627]I would love to, but i dont know if theres a function or hook where all the sounds get proccessed.[/QUOTE] I know that SMOD did it, so it should be possible, somehow...
[QUOTE=Dlaor;19801983]I know that SMOD did it, so it should be possible, somehow...[/QUOTE] Smod used C++ Though, But yeah, if i knew a function where all the Emit Sounds and sounds where proccessed, i could just add the little timescale*100 into the pitch of them.
Great.
[QUOTE=Wizey!;19800853]First thing i want to say, is no, This is not some wierd "Shoot" Then "Slow Motion Death Sequence" gun, This is just a small project to do because i was bored, and it "MIGHT" Be usefull in machinimas that use host_timescale for slow motion. What it does is, read the players Convar of host_timescale, and pitch the weapon sounds via what it is. Example: host_timescale = 0.5 Pitch = 50 host_timescale = 0.2 Pitch = 20 So on so forth, it even works Sped up aswell up to about 2.5 host timescale i think. This isnt really release worthy, but i just thought i would share it with anyone who likes to use slow motion and have the feel of it. Download: [url=http://www.garrysmod.org/downloads/?a=view&id=89197][img]http://www.garrysmod.org/img/?t=dll&id=89197[/img][/url] Yeah it has a custom model sorry, I just liked the looks and feel of it. :3: [media]http://www.youtube.com/watch?v=jAfwZSWVJkg[/media][/QUOTE] In your spare time,do you think you can make the same thing,but replace the model with a CSS Deagle and replace it with this sound, [url]http://www.fpsbanana.com/sounds/10181[/url] Please!
really, this is getting old, mods need to ban those who bump like this
[QUOTE=Wizey!;19801627]I would love to, but i dont know if theres a function or hook where all the sounds get proccessed.[/QUOTE] [lua]local meta = FindMetaTable( "Entity" ) if !meta then return end if !meta.EmitSoundOld then meta.EmitSoundOld = meta.EmitSound end meta.EmitSound = function( self, snd, slvl, sp ) local timescale = GetConVarNumber("host_timescale") self:EmitSoundOld( snd, slvl, timescale*sp ) end[/lua] Old bump receives new content.
[QUOTE=blackops7799;20691740][lua]local meta = FindMetaTable( "Entity" ) if !meta then return end if !meta.EmitSoundOld then meta.EmitSoundOld = meta.EmitSound end meta.EmitSound = function( self, snd, slvl, sp ) local timescale = GetConVarNumber("host_timescale") self:EmitSoundOld( snd, slvl, timescale*sp ) end[/lua] Old bump receives new content.[/QUOTE] Oh Snap... Even though in my tests it does nothing :3:
[QUOTE=blackops7799;20691740][lua]local meta = FindMetaTable( "Entity" ) if !meta then return end if !meta.EmitSoundOld then meta.EmitSoundOld = meta.EmitSound end meta.EmitSound = function( self, snd, slvl, sp ) local timescale = GetConVarNumber("host_timescale") self:EmitSoundOld( snd, slvl, timescale*sp ) end[/lua] Old bump receives new content.[/QUOTE] Does that work?
[QUOTE=Wombo194;20692783]Does that work?[/QUOTE] [QUOTE=Wizey!;20691893]Oh Snap... Even though in my tests it does nothing :3:[/QUOTE] It works fine for me. I did fix it to stop erroring on some occasions though. [lua]local meta = FindMetaTable( "Entity" ) if !meta then return end if !meta.EmitSoundOld then meta.EmitSoundOld = meta.EmitSound end meta.EmitSound = function( self, snd, slvl, sp ) sp = sp or 100 slvl = slvl or 100 local timescale = GetConVar("host_timescale"):GetFloat() self:EmitSoundOld( snd, slvl, timescale*sp ) end[/lua]
The M9 Model is sweet and sexy
[QUOTE=Wombo194;20692783]Does that work?[/QUOTE] It works, but only on entities that emit sound via [b][url=http://wiki.garrysmod.com/?title=Entity.EmitSound]Entity.EmitSound [img]http://wiki.garrysmod.com/favicon.ico[/img][/url][/b]. So this wouldn't work with weapons.
[QUOTE=Wombo194;20691502]really, this is getting old, mods need to ban those who bump like this[/QUOTE] What the fuck? This isn't even three months old. It's not old, it's new, and you're an idiot.
Now THAT's called "animation". Awesome animations, I doubt you made them but that's not the main point. Now if you just added physical bullets...
It's not showing up in my Weapons tab, what am I doing wrong?
[QUOTE=Wizey!;19802023]Smod used C++ Though, But yeah, if i knew a function where all the Emit Sounds and sounds where proccessed, i could just add the little timescale*100 into the pitch of them.[/QUOTE] Smod infact does not use C++ completely, I checked, it uses LUA as well. Here's the directory of the LUA C:\Program Files\Steam\steamapps\SourceMods\smod\cfg . It basically does all the exec commands.
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