Arma 3
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Bullet-Time (Slow-Motion)
 
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Data Type: Mod
Mod Type: Character, Mechanics
File Size
Posted
Updated
1.066 MB
May 22, 2017 @ 12:16pm
Sep 10, 2017 @ 7:12pm
12 Change Notes ( view )

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Bullet-Time (Slow-Motion)

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Description
An addon to provide a bullet-time effect, with graphical distortion, bullet visibility, and audio effects. It is implemented with a timeout and "recharge".

Fans of this mod: Please do comment with feedback with your suggestions, ideas for improvements, etc. I'd be happy to consider suggestions and make tweaks!

To use
Press Caps-Lock to enable/disable bullet-time. Watch the hint messages in the top-right to see when bullet-time recharges.

New Features:
- Optional "tracer-vision" feature, where all friendlies and enemies fire tracer rounds while in slow-motion. AI bullets also travel slower for increased immersion and reaction time. This feature can be disabled in the context menu during the first 10 seconds of gameplay.
- Auto-react feature now toggleable in the player context menu only for the first 10 seconds of gameplay (temporary solution).

Additional notes on the feature
- When in bullet-time, the player gets a temporary health boost
- Damage taken while in bullet-time does not impact the player when the effect ends (unless player killed in bullet-time).
- Player moves faster (relative to all other AI, players, objects) in bullet-time
- Player auto "reacts" and enter bullet-time when caught unaware by enemy fire
- NEW: Auto-react feature is now optional/selectable (can toggle on/off in the player context menu)
- NEW: Friendly and Enemy AI bullets travel slower in bullet-time - player can now react more readily to enemy fire as as tracers woosh past (tracers recommended)

Please do comment on any feature you like or dislike (and why) so that I can make improvements!

Also worth checking out
"The Dude's Fantastic Paintball Adventure - Reloaded" mission:
http://steamcommunity.com/sharedfiles/filedetails/?id=888677778

"Project WetPaint" paintball mod:
http://www.armaholic.com/page.php?id=28087
Popular Discussions View All (1)
2
Mar 15 @ 4:08pm
Player ideas/suggestions and relevant updates
A bandpass filter
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83 Comments
A bandpass filter  [author] Aug 3 @ 6:16pm 
Thx mate!
SuicidalPickle Aug 1 @ 7:51pm 
@A bandpass filter No worries, thanks for responding. I wish you good luck on your game.
A bandpass filter  [author] Aug 1 @ 2:13pm 
Hey @SuicidalPickle. I could probably add a context-menu feature to disable the fancy features yeah. The ability to re-assign the key is less obvious but I have an idea for a coroutine that might do the trick. I just don't expect to get to it in a while as I am in the midst of wrapping up dev work on a game I am working on which has kept me quite busy this year (hence the lack of updates).
SuicidalPickle Jul 26 @ 11:01pm 
I have the same question as @Prata Gamer and another one. Is it possible to disable every other feature and just have the slowed down time at the press of a key? Honestly, I think the other features are quite creative, but I am looking for something that allows me to slow down time without having to go to debug and setAccTime. Thanks.
Prata Gamer Jun 20 @ 3:21pm 
how to change bullet time key?
A bandpass filter  [author] Apr 8 @ 9:29am 
Sorry, unfortunately the engine doesn't support that.
alvareichon Apr 8 @ 8:07am 
works on multiplayer/coop?
A bandpass filter  [author] Mar 9 @ 3:35pm 
Hahaha sorry this cracks me up because I know exactly why this is happening to these munitions, though I really didn't take them into account when designing this mod. The mod basically slows ballistics down based on the distance that they are fired from the player (slower if closer, faster if further). The intent of this feature is to be enable the player to see and react to the tracers. The bullets are physically slowed down, so it does impact the effective bullet drop and effective time of arrival (hence the variation of ballistic speed with distance). I would have to jump back into my code to see if I can isolate the effect only to weapons that fire bullets (which was my intent lol). Thanks for the feedback! If I can find some time to look into this soon, I will.
lodewijk [NL} Mar 7 @ 9:42am 
another found example, the bounding mine, no longer bounds. instead of jumping up after the trigget and exploding shoulder height, it just lies on the ground and explodes.
lodewijk [NL} Mar 7 @ 9:36am 
hand held rocket launchers too (vanilla RPG and titan launchers) a host of modded launchers. the only ting that does not seem to lose velocity is the Tocka-U in the RHS mod.