I looked through the bullettime.lua and also the beamstate.lua and I think these are the two files that house what is needed to create a beam break slow motion script. I don't have enough knowledge of LUA to create anything useful. I tried a few things and they flatout didn't work. For example have a look at some of the things I tried (of course I have no clue what I'm doing, just shots in the dark) In this Picture in the beamstate.lua I have added at line #74 "M.maxBulletTime = 10" I did this because it looks to me like that broken beam code triggers those variables, So I added bullet time to the set of varibles...
EDIT: Got it to work! I added this line of code BeamEngine:setSimulationTimeScale(0.5) to the Beamstate.lua in the section "if brokenBeams == 1 then" When the wheel beam breaks slow motion is triggered, so this is a start. Now what I have to do is find a way for it to timeout and go back to realtime.
From the ge and ui side you should be able to use bullettime.set(val) where val is between 1 and 100 inlcuding the bounds. Everything above and below seems to be mapped on the bound itself. bullettime.reset() should go back to realtime if i read the code correctly. Oh and also there seems to be bullettime.slowMotion(time, percent) so time would be the time how long the game should be in slowmotion and percent seems to be the same as in bullettime.set
Nice Thanks! With a little work I want to get this to be a cool feature in the game. The next factor I would be looking into is how to get the game to temporarily switch to the camera (car) that is crashing/crashed and in slow motion for about 1.5~2.5 seconds before switching back to the player camera, this would be another cool feature. It will take alot of research but i'm sure its possible.
By the way, in the next update you will be able to have a closer look at some ingame examples, as the 'Intersection' scenarios will have that along with some other fancy stuff.