chirsg Posted September 24, 2020 Share Posted September 24, 2020 Is it hard to implement into base game, Klei? Link to comment Share on other sites More sharing options...
Starphire Posted September 24, 2020 Share Posted September 24, 2020 Oh plis. This is so needed. Good suggestion @chirsg Link to comment Share on other sites More sharing options...
ben_tinc Posted September 24, 2020 Share Posted September 24, 2020 This command kind of exists. You can use TheSim:SetTimeScale(<theValue>) to manipulate how fast time passes. TheSim:SetTimeScale(0) halts the game, use TheSim:SetTimeScale(1) to revert back to normal. I quickly tested it, and it seems to work. All current animations continue to run, but no time passes. When reverting, it seems like queued actions are rapidly processed, then everything is as it was before. I did not encounter any problems, but I have no idea if there are any side effects to this method, so do this at your own risk! YMMV.. Link to comment Share on other sites More sharing options...
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