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Raportează o problemă de traducere
For the logic_timescale (let's call it time_slow) you go:
OnTrigger (for triggers)/OnPressed (for buttons) -> time_slow -> SetDesiredTimescale -> YOUR TIMESCALE (e.g 0.25)
For the player_speedmod (let's call it playerspeed) you go:
OnTrigger (for triggers)/OnPressed (for buttons) -> playerspeed -> ModifySpeed -> 4 (this to compensate for the logic_timescale of 0.25, which will now equal to 1 player movement).
This will result in everything else going at quarter speed, while you walk in normal speed. You jump and fall as you'd expect. Movement like walking is a tiny bit quirkier, but it works.
Example here: https://www.youtube.com/watch?v=cjGso0-nn_I
If you just want physics you can do phys_timescale as suggested above. You can also do particle timescale by doing r_particle_timescale.
Example here, and then some: https://www.youtube.com/watch?v=ELUb0PprtF4
I edited my previous reply to add my pause effect video. It's a bunch of console commands and some animations set at playback rate 0 to give the illusion of paused time.
If you set it to 0.01 the playerspeed should be set to 100. Your playerspeed should always equal 1, so you have to multiply (or divide if you want hell (only slowmo for the player lmao)) whatever you put for the timescale so that the playerspeed is 1. Note that this is only possible in Hammer, afaik.
https://www.youtube.com/watch?v=RObp1AHfsNM
Actually tried it again, and the sound goes wild and it crashes shortly after. Much like in the video below, but you still go forward as normal. Didn't do that before in 2013, iirc.
But if you set the logic_timescale to -1 this happens:
https://youtu.be/jJYjjmeJ4tg