#TimeScale and CSP - how?

13 messages · Page 1 of 1 (latest)

safe owl
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Has anyone successfully dealt with dynamic timeScale while using CSP? There's no built-in timeScale settings in the TimeManager. In some previous version it worked for me when using Yak for singleplayer, but I guess some of the new PredictedObject stuff has put an end to that.

So basically - what would be a good way to implement dynamic timeScale? Most importantly it should work when using CSP (which currently ignores it). Curious to hear your input!

flat kraken
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Can you provide an example/usage

safe owl
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If there’s a quicker way to do this in a non-networked way I’m also interested since I’m only slowing time in singleplayer 🙂

safe owl
flat kraken
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That would really only be doable if all clients always had the same timescale

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Otherwise special user logic would be required either way.

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are you using CSP?

safe owl
# flat kraken are you using CSP?

Yeah I’m using CSP, but as I mentioned I am only manipulating timeScale in singleplayer (Yak) at the moment so a simple solution for that will also do right now

elder grove
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Sound like you would need to prepare a synchronized and deterministic time scale change

safe owl
elder grove
flat kraken
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Except movement is done at the tick delta. But this value could easily be multiplied by a time speed