#BulletTime (Slow motion from Line of Sight)

9 messages · Page 1 of 1 (latest)

eager peak
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Hi everyone, I'm looking to mimic the Bullet Time Ability in Max Payne Multiplayer from the player controller Line of Sight, where anything affected by the line of sight is affected by slow motion (as well as any character coming in contact with another affected by bullet time is slowed as well).

Im new to unreal and so far I understand and have added the proper variables to my character overlay and HUD, I know I have to implement a timer and use booleans and callbacks for when the timer + cooldown finishes. But Im confused on how this is handled and which is done by the server. Is the server responsible for slowing down the speed of the target player, by the action activating player sending an RPC or am I doing this all wrong?

woeful sage
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Bullet time in mp is not really recommended and to pull it off is gonna recquire some serious knowledge.
There are some videos on Max Payne 3 and how they did the Bullet time and I'm sure when you watch those you'll start seeing what the issues with it are.
https://youtu.be/Px_TF7D2OEg

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For Single player it's as easy as just using time dilation but for mp I'm sure that would just break the whole game.

eager peak
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Ahhhh gotchu thank you so much for your help I really appreciate it 🙂 !!!!

eager peak
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Wait there’s a game I believe that is made on Unreal and uses the same feature called Out Of Action, it seems to work fine from there but like you said it requires a great deal of knowledge

eager peak
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So instead maybe I can try setting the time dilation (or try slowing the animation and movement speed to mimic the slowmotion idk)

woeful sage
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As soon as you slow time down for you , it must slow down for everyone as well.

eager peak
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oh ok I wasnt aware the time dilation has that effect, so maybe its better to just slowdown the movement speed of a player and animation playback rate to give the illusion of slow mo