Arma 3
Bullet-Time (Slow-Motion)
Showing 1-10 of 12 entries
< 1  2 >
Update: 10 Sep, 2017 @ 7:12pm

Increased bullet-time duration from 7.5 seconds to ~11 seconds.

Update: 7 Aug, 2017 @ 10:13am

As requested, added optional "god-mode" feature, which allows for infinite slow-mo duration and no recharge delay.

Update: 6 Aug, 2017 @ 10:37pm

Fixed tracer-vision feature, and it is now enabled by default. Now all weapons including non-vanilla weapons should work flawlessly with this feature. Weapons that have tracer mags as an option will 100% be assigned tracer rounds in slowmo. Weapons that do not have tracer mags as an option will not be affected.

Update: 31 Jul, 2017 @ 9:22pm

- Minor correction to text in context menu for enabling tracer-vision

Update: 31 Jul, 2017 @ 9:05pm

-Optional "tracer-vision" feature, where all friendlies and enemies fire tracer rounds while in slow-motion. AI bullets also travel slower in order to make this feature more immersive. This feature can be enabled in the context menu during the first 10 seconds of gameplay. NOTE: I'm considering this as an "alpha" feature. Please let me know of any bugs.
- Auto-react feature now toggleable in the player context menu only for the first 10 seconds of gameplay (temporary solution)

Update: 2 Jun, 2017 @ 6:06am

Shortened naming of bullettime script to "bulletTime.sqf". No other change in code (other than name change)

Update: 2 Jun, 2017 @ 6:05am

Shortened naming of bullettime script to "bulletTime.sqf". No other change in code (other than name change).

Update: 1 Jun, 2017 @ 3:24pm

Updated non-critical bug in code where a divide by zero would occur in some situations. It did not prevent mod from working in my game but best not leave unfixed.

Update: 29 May, 2017 @ 9:42pm

Changed the graphical effect for something more subtle and less obstructive! (chromatic aberation)

Update: 28 May, 2017 @ 2:10pm

Removed hint text and adjusted AI bullet speeds when in bullet-time.