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Author Topic: intro.sqs vs setAccTime  (Read 869 times)

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Mox2002

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intro.sqs vs setAccTime
« on: 22 Aug 2003, 19:57:34 »
Hi,

I've got a small(?) problem.
In my intro.sqs I'm using setAccTime 0.2 to switch to slomo
when a plane drops a bomb.
All works perfect in the editor but when I save the mission
to MPMissions and startup the (MP)game the slomo-effect doesnt kick in.
I've tried several settings, all with the same effect.
I must be overlookin someting cause Ive see this work lots of times.
Any help would be greatly appriciated.

Mox2002

  • Guest
Re:intro.sqs vs setAccTime
« Reply #1 on: 24 Aug 2003, 13:57:51 »
*bump*
Anyone plz?
Or is it impossible to use acceltime in a MP cutscene??? (which I begin to suspect but Im not sure)

Offline Sui

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Re:intro.sqs vs setAccTime
« Reply #2 on: 24 Aug 2003, 15:41:24 »
As far as I know (just bear in mind I'm not a MP expert) it is impossible to use setacctime in Multi-player at all.

Can anyone more knowledgeable confirm this?

Offline Messiah

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Re:intro.sqs vs setAccTime
« Reply #3 on: 24 Aug 2003, 16:05:29 »
that is true.... since the slow mo would be only operated on the client, and speed changing is disabled in MP for obvious reasons (one player cant speed up time while the others are normal - doesnt work)

sorry  :-\
Proud Member of the Volunteer Commando Battalion

Mox2002

  • Guest
Re:intro.sqs vs setAccTime
« Reply #4 on: 26 Aug 2003, 15:47:51 »
Thats just too bad then, thanks anyway  :-[