Jump to content

Question about freezing time..


mdnR3ALD34L

Recommended Posts

It was working perfectly for me and then I deleted it. I put it back in from my recycle bin and now as soon as the player's health reaches 0, the game reloads the save. If that's what's happening for you, you would need to say that. Cos what I thought you mean was it was like two seconds of the frozen screen and you wanted three, or something like that.

 

The weird thing is I decided to drop in the frame counter item manually via console to test it, one time, and since then, the mod started working every time. I -- HAVE -- NO -- IDEA -- WHY. This engine is going to drive me to drink, I swear. I'm going to try adjusting the fPlayerDeathReloadTime variable in the Game Settings. It was .15 but on loading it into the GECK, it was .1, and I remember that when it was .1 the last time, it didn't work, which is why I moved it up to .15. So I'm going to try .2 and hope for more stable results.

 

If you want to try a few things yourself, there are two values you can experiment with. fPlayerDeathReloadTime is one of them. The other is in the script FTTFrameCounterScript. There's a line

if fTimer >= 180

and you can change that 180 to try to get better results.

 

My theory is that if fPlayerDeathReloadTime is too short, it doesn't let the death event script process in time (it uses a PlaceAtMe, which takes more than a frame to process), which is why I made it a bit longer. Though if this causes trouble, using SetPos on the frame counter item could fix it.

Link to comment
Share on other sites

  • Replies 48
  • Created
  • Last Reply

Top Posters In This Topic

Try this file instead:

https://ufile.io/i7cuk

 

It has all the same problems I listed for the file I originally thought would work. It seems that leaving fPlayerDeathReloadTime lower than .3 lets it up to chance whether or not the event fires in time. But leaving it at .3 or higher allows a lot of weirdness to occur in that .3 seconds (which is the time following the frozen screen). So, I think of all the weird things that can go on, this version is the least weird.

 

I did replace the PlaceAtMe with a MoveTo and SetPosEx combination that gets called by an already existing reference of the frame counter item. This is slightly faster and should have a lower chance of not working right. In my time testing the file I'm uploading, I didn't have any problems. Let me know how it works for you.

Link to comment
Share on other sites

What if instead of messing with settings , you just had it play a cinematic.

 

Begin OnDeath Player

 

PlayBink MyDeath.bik

 

End

 

And to make one , you capture some in game footage with something like fraps ... then convert with this

 

http://www.radgametools.com/bnkdown.htm

 

Of course the content of the video can't be tailored to the specific player ... but it seems you could come up with something generic enough to fill in your freeze time death scene. IDK , just a thought.

Link to comment
Share on other sites

Well, it's a little buggy, unfortunately. I must have tested it a hundred times just by testing my quest mod while this one was installed, and on just one occasion, it reloaded the game too quickly for the frame counter to finish spawning, and then the game was set to super slow motion. This can be fixed I suppose by either raising that .3 value on fPlayerDeathReloadTime (which would make that weird bit at the end take slightly longer), or maybe add a SGTM 1 line to that If GetGameLoaded statement. In fact, I don't know why I was using an event handler to begin with (the one that gets set to be called any time you load the game I mean; the OnDeath one is necessary), as that should work just fine.

 

All in all, it works mostly fairly good, but there seems to be a slim chance that it won't, every once in a while, seemingly more likely when you first launch the game.

Edited by EPDGaffney
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...