sueey Posted February 7, 2006 Share Posted February 7, 2006 004F: create_thread ££Slow :slow0001: wait 50 ms00D6: if 000E1: key_pressed 0 19004D: jump_if_false ££slow:slow1015D: set_gamespeed .30002: jump ££slow Press 'look behind',then time is being slow! make another thread to set gamespeed normal! Link to comment Share on other sites More sharing options...
Demarest Posted February 7, 2006 Share Posted February 7, 2006 There's no if player defined. There's no provision for exiting. And look behind is already a command, which is why key combos are better. For that matter, even Neo v1 was better. You can't create a thread about a single opcode as if it's some discovery or release Link to comment Share on other sites More sharing options...
ZAZ Posted February 7, 2006 Share Posted February 7, 2006 Thats the difference between mission script and normal threads: In normal threads, the LOOP have to beginn with a wait and the If player defined check. And don´t forget the named_thread line. After a keypress it´s helpful to set a long wait. Otherwise the keypress will activate to fast again and again the action. 004F: create_thread ££Slow 2 loops: :slow03A4: name_thread 'SLW':slow00001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££slow000D6: if 000E1: key_pressed 0 19004D: jump_if_false ££slow0015D: set_gamespeed .30001: wait 1000 ms:slow10001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££slow100D6: if 000E1: key_pressed 0 19004D: jump_if_false ££slow1015D: set_gamespeed 1.00001: wait 1000 ms0002: jump ££slow0 Other variation: 1 loop: :slow03A4: name_thread 'SLW'0004: $sw1 = 0 ;; integer values:slow00001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££slow000D6: if 000E1: key_pressed 0 19004D: jump_if_false ££slow000D6: if 00038: $sw1 == 0 ;; integer values004D: jump_if_false ££slow1015D: set_gamespeed .30004: $sw1 = 1 ;; integer values0001: wait 1000 ms0002: jump ££slow0:slow100D6: if 00038: $sw1 == 1 ;; integer values004D: jump_if_false ££slow0015D: set_gamespeed 1.00004: $sw1 = 0 ;; integer values0001: wait 1000 ms0002: jump ££slow0 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Demarest Posted February 8, 2006 Share Posted February 8, 2006 Rather than a wait 1000, you could gosub to a button release sniff loop for the best accuracy. Those familiar with Neo v1 (or later) can tell you multiple reasons why using adrenaline over set game speed is superior. I think starting in v3, you were even given the ability to pull yourself out of it thanks to an unexpected side effect I discovered. Still doesn't change the fact that a thread should not be made about a single opcode, especially when it is made incorrectly. Link to comment Share on other sites More sharing options...
ZAZ Posted February 8, 2006 Share Posted February 8, 2006 an unexpected side effect I discovered. I didn´t post the script to give sueey a slowmotion mod. I posted the script to show him the basic script structure of threads. Which side effect do you mean ? I noticed that CJ won´t walk during aiming while gamespeed 0.3 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Demarest Posted February 9, 2006 Share Posted February 9, 2006 I wasn't talking about gamespeed. I was talking about using Adrenaline for TRUE bullet time. Freezing player and immediately unfreezing him will release the hardcoded Adrenaline effects without any conspicuous effect to the player. Link to comment Share on other sites More sharing options...
sueey Posted February 9, 2006 Author Share Posted February 9, 2006 I wasn't talking about gamespeed. I was talking about using Adrenaline for TRUE bullet time. Freezing player and immediately unfreezing him will release the hardcoded Adrenaline effects without any conspicuous effect to the player. I know~~~For 1 thing,I just test~~~ Link to comment Share on other sites More sharing options...
ZAZ Posted February 9, 2006 Share Posted February 9, 2006 (edited) I wasn't talking about gamespeed. I was talking about using Adrenaline for TRUE bullet time. Freezing player and immediately unfreezing him will release the hardcoded Adrenaline effects without any conspicuous effect to the player. Interesting. Didn´t know that. Have to test it by occasion. Edited February 14, 2006 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
ZAZ Posted February 14, 2006 Share Posted February 14, 2006 (edited) I wasn't talking about gamespeed. I was talking about using Adrenaline for TRUE bullet time. Freezing player and immediately unfreezing him will release the hardcoded Adrenaline effects without any conspicuous effect to the player. COOL ! But whats key_pressed 0 0 ? By the way, I don´t like key combos, because it makes the gameplay more complicate. For the next I´ll make a slowmotion script, but in car in assaciation to "Speed Breaker" of NFSU Most Wanted This feature seems to be popular by the kids. So it must be possible to press just one key in a easy way. Edited February 14, 2006 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Y_Less Posted February 14, 2006 Share Posted February 14, 2006 I made a topic on detecting keypresses in SA, but my attempts to port CyQs methods used in it to SA haven't been succsesful. Link to comment Share on other sites More sharing options...
Demarest Posted February 14, 2006 Share Posted February 14, 2006 I use key combos because individual keypresses already have functions. Link to comment Share on other sites More sharing options...
Y_Less Posted February 14, 2006 Share Posted February 14, 2006 I use key combos because individual keypresses already have functions. Which is why my thing is uesful as it can use keys not normally used in the game, which don't already have functions. Link to comment Share on other sites More sharing options...
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