nullify pausetime

Currently there is no way to do. Even nopain is affected by pausetime.

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Edit*

You can still get pauseadd via getlocalvar in takedamagescript and change nextthink, nextmove, nextanim, tosstime, etc, accordingly.
 
White Dragon said:

I think you missed this part:

utunnels said:
You can still get pauseadd via getlocalvar in takedamagescript and change nextthink, nextmove, nextanim, tosstime, etc, accordingly.

That lets you do what you are asking for. You just need to set up a bit of math to make it happen. If that still isn't enough, you can always look into the doattack events, which essentially enable you to script your own collision system from scratch. It's a long way around, but might be worth it since you only need to do it for a couple of special instances in your module.

DC
 
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