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Subplugin Submission [ZP] Addon: KF Slow-Motion v1.4


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Gam3ronE
SourceMod Donor
Join Date: Aug 2010
Old 06-16-2011 , 09:34   Re: [ZP] Addon: KF Slow-Motion v1.0
Reply With Quote #1

Cool idea good job and thank you for sharing.
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bibu
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Join Date: Sep 2010
Old 06-16-2011 , 12:29   Re: [ZP] Addon: KF Slow-Motion v1.0
Reply With Quote #2

Nice to see, that you're using bitsums.

But, why are you using a stock for "find_ent_by_owner"?
Use engine, since it's faster and then you could already switch the "FM_PlayerThink" to engines.
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Excalibur.007
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Join Date: Sep 2009
Location: Singapore
Old 06-16-2011 , 21:13   Re: [ZP] Addon: KF Slow-Motion v1.0
Reply With Quote #3

Maybe. Since ZP uses FM. I thought I should really follow as well.

But how about these two bibu:
get_pdata_float
set_pdata_float

I use FM more then engine. Any idea which function engine does the same as these 2 above?

I do not wish to use both modules though.

edit:
New update.

Last edited by Excalibur.007; 06-16-2011 at 21:21.
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georgik57
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Join Date: Oct 2008
Location: 🎧Music World
Old 06-17-2011 , 12:19   Re: [ZP] Addon: KF Slow-Motion v1.1
Reply With Quote #4

very very nice
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bibu
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Join Date: Sep 2010
Old 06-17-2011 , 14:20   Re: [ZP] Addon: KF Slow-Motion v1.0
Reply With Quote #5

Quote:
Originally Posted by Excalibur.007 View Post
But how about these two bibu:
get_pdata_float
set_pdata_float

I use FM more then engine. Any idea which function engine does the same as these 2 above?

I do not wish to use both modules though.
Look, less modules doesn't mean that it will use more CPU, how I said plenty times, you should use forward/natives provided intelligently depending the need and whatever the module.

For more info:

http://forums.alliedmods.net/showthr...t=88792&page=1
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Excalibur.007
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Join Date: Sep 2009
Location: Singapore
Old 06-17-2011 , 21:07   Re: [ZP] Addon: KF Slow-Motion v1.0
Reply With Quote #6

Quote:
Originally Posted by bibu View Post
Look, less modules doesn't mean that it will use more CPU, how I said plenty times, you should use forward/natives provided intelligently depending the need and whatever the module.

For more info:

http://forums.alliedmods.net/showthr...t=88792&page=1

Hehe. You convinced me of using it. I'll do that later.
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Dolph_Ziggler
BANNED
Join Date: Jun 2011
Old 06-28-2011 , 20:36   Re: [ZP] Addon: KF Slow-Motion v1.4
Reply With Quote #7

nice, now there is no more bug thnx
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A.Madjid
Junior Member
Join Date: Apr 2011
Old 06-29-2011 , 17:16   Re: [ZP] Addon: KF Slow-Motion v1.4
Reply With Quote #8

Finally, tested the extra item with valid players, it works perfect .
thnx Excalibur .
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Excalibur.007
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Join Date: Sep 2009
Location: Singapore
Old 06-29-2011 , 19:14   Re: [ZP] Addon: KF Slow-Motion v1.4
Reply With Quote #9

Quote:
Originally Posted by A.Madjid View Post
Finally, tested the extra item with valid players, it works perfect .
thnx Excalibur .
No problem. I just found when when server has ZP Fix3 or above will have speed problems.
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Crisislord
Member
Join Date: Mar 2011
Old 06-21-2012 , 14:42   Re: [ZP] Addon: KF Slow-Motion v1.4
Reply With Quote #10

Don't know anything about pawno but:
How about you change the vertical velocity of players (saw that somewhere i dunno)! so that it appears slowmo when you jump at start then
change the mouse sensibility of the players, which when sets to a lower value will make there camera move slowly when they try to rotate it.

Then when the slowmo is over everything will get reset to there original values.
Also if someone jumps he will not be able do one whole jumping in the time lapse of the slowmo.
Suggesting for item part.
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