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james p

Disabling the accelerate time key

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I was just wondering how to disable the + key, so the player won't be able to speed up time in a mission. I remember playing a mission using this, but can't remember the name of it.

I tried a few different searches but didn't really come up with anything.

Thanks.

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You cannot dissable the key, but you can prevent its effects.

#checkacctime
~0.1
?accTime != 1.0:setAccTime 1.0;hint "Time acceleration has been dissabled"
goto "checkacctime"

Edited by W0lle

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I would suggest using a coarser delay, like ~1 to ~5 seconds. There's no need to eat that many cycles on that.

Otherwise, yes, that's pretty much exactly how I would go about it as well.

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I would suggest using a coarser delay, like ~1 to ~5 seconds.  There's no need to eat that many cycles on that.

Otherwise, yes, that's pretty much exactly how I would go about it as well.

If you make it that slow the player will still be able to speed the mission atleast +100%. Just keep pressing the key like a nut.

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is it really necessary to restrain player capabilities this way?

Why? If someone doesn't want to use it, he won't, and if others want's to use it, then let them, it's their right to do so.

Once i was playing some mission which was utilizing similar script, and i was really annoyed being forced to crawl injured across the whole island only to get to the extraction point to complete the mission.

Of course it took me less than few minutes until i lost my patience, switched to the desktop to delete old save, saved the game again (look, it even forced me to cheat!wink_o.gif, then quit, removed that stupid little script, loaded the game and finally completed the mission.

Of course, it's your call whether you use this script or not, i just think this feature is in OFP for a reason.

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is it really necessary to restrain player capabilities this way?

In some cases, it is. Not just to limit the player's options, but to make sure the mission does not mess up. Acc time affects negatively all the logic behind AI resolving paths to reach waypoints, this is most noticeable with not so powerful CPUs.

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is it really necessary to restrain player capabilities this way?

In some cases, it is. Not just to limit the player's options, but to make sure the mission does not mess up. Acc time affects negatively all the logic behind AI resolving paths to reach waypoints, this is most noticeable with not so powerful CPUs.

if this is the case, then i would suggest altering the script so it would allow usign at least 2x time acceleration, but not 4x.

Anyway, it's just my opinion, do what you want.

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There are certain cases where this (disableing acc time) is desired.  One example is THobson's Abandoned Armies.  Try playing it, you'll realize that accelerated time would just destroy the atmosphere.

Also, some things like convoys may get broke with the use of any kind of accelerated time, which is why some mission makers chose to disable it.

-Pilot

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There are certain cases where this (disableing acc time) is desired. One example is THobson's Abandoned Armies. Try playing it, you'll realize that accelerated time would just destroy the atmosphere.

Also, some things like convoys may get broke with the use of any kind of accelerated time, which is why some mission makers chose to disable it.

-Pilot

I played the 'Abandoned Armies', but because of the info in it's readme, i removed this annoying script from the mission before i started playing smile_o.gif

And no, it didn't ruined the atmosphere, in fact it saved me from long boring hours of walking - remember not all of us have the time to sit 10 hours in front of their computer just to get somewhere in game.

All the 'ruining atmospehere' is just a nonsense - it's matter of personal preference, there is only one case in which i would aprove using such script, and that is to prevent 'breaking something', but even then i would restrict it to max. 2x acceleration (which is not so fast, so nothing should break).

I don't think it's a good thing to 'disable' time acceleration completely.

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I completely agree with 5133p39 here. Leave it player option unless it breaks with it enabled.

Hell, I would suggest leaving it player's option even then. Just note in the readme/briefing that the mission may break under those conditions. I can understand why someone may not want to do that though.

Oh, and if you're really going to nit pick on it, having to listen to the hint "Ding" every second would be sufficient deterent in the case above I should think.

I hate that stupid ding... pistols.gif

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