Dear forum users! In compliance with the new European GDPR regulations, we'd just like to inform you that if you have an account, your email address is stored in our database. We do not share your information with third parties, and your email address and password are encrypted for security reasons.

New to the forum? Say hello in this topic! Also make sure to read the rules.

How to know who activated Slomo in Pre-Alpha?

Discuss everything to do with Superfighters Deluxe here that doesn't fit in other Superfighters Deluxe Forums!
Forum rules
By using the forum you agree to the following rules.
Post Reply
User avatar
Mighty Spirit the 2
Superfighter
Superfighter
Posts: 187
Joined: Mon Jun 25, 2018 5:02 pm
Title: Wasted potential
SFD Account: ake004
SFD Alias: Retired SFD player
Started SFD: When melee was good
Location: SFD Veteran trauma hospital
Gender:
Age: 22

How to know who activated Slomo in Pre-Alpha?

Post by Mighty Spirit the 2 » Tue Dec 13, 2022 3:28 am

I was reading through the old SFD updates blog post and found this: The Slow-Moving Update

This got me thinking, if the game could tell who activated slowmo by making them faster and their projectiles, was it possible to know who the owner of the projectile was? I know the owner function of projectiles wasn't added until after Steam came out years later.
So how did the game know? And this wasn't possible to read via scripts?

I already searched through forums and didn't find anything.
If the devs ever come back here maybe i'll get an answer.
0 x
🎶I will tell your story if you die
I will tell your story and keep you alive the best i can
...
But I've always had the feeling we would die young
Some die young
🎵
https://i.imgur.com/D479VLi.png

User avatar
Odex64
Superfighter
Superfighter
Posts: 172
Joined: Sat Jul 29, 2017 12:39 pm
Title: Content Creator
SFD Account: Odex64
Started SFD: PreAlpha
Location: Italy
Gender:
Age: 22

Post by Odex64 » Tue Dec 13, 2022 11:00 am

ScriptAPI != Game Code

The ScriptAPI is just a bridge of the actual game functions. Let's say you write a script and use an IPlayer instance to kill someone... that class is an abstraction layer of the actual Player class that SFD internally uses.

That's used to prevent people from editing some fields or calling specific methods, it also explains why all classes in the ScriptAPI are prefixed with I.
Basically if you use an IProjectile instance to manipulate bullets, there's an equivalent class called Projectile that SFD internally uses, with a lot more methods & fields for a finer control.

So back to your question, most likely SFD had some methods to know which player activated slow-mo, but those methods aren't exposed in the ScriptAPI.
1 x
Image

Post Reply