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CS2D General Ideas for CS2D - READ THE FIRST POST (OP)!A tile type which you can shoot through with guns, but destroy it with melee or explosives. i would like that for zombie maps.
Something like the breakable object, but this thing acts like an obstacle that can be broken only with grenades and melee weapons.
If you can't suggest bug fixes in this thread, then where can you?
--- Edit ---
Never mind, StirlizZ-Fapicon revived the bugs thread, going to put it there.
edited 1×, last 02.01.13 07:26:09 pm
XeniTh has written
A Destroyable Obstacle
A tile type which you can shoot through with guns, but destroy it with melee or explosives. i would like that for zombie maps.
A tile type which you can shoot through with guns, but destroy it with melee or explosives. i would like that for zombie maps.
Nice idea, agree with him. +1
Somebody remember deleted tile type - wade?
Bring it back, there is many maps which can using sound of wet dirt
trigger_lua => a enity, triggerED by lua OR
can trigger an hook in lua scripts
in ALL enity´s the "offset" function (e.g. gen_FX)
(much) more effects (can be done with gen_FX or something else)
(sry for bad English)
Access :
local buildinglist = builds(id,"buildtable") -- or anything.
Table Example :
0 = walls
1 = turrets
2 = dispensers
3 = ..
4..
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buildtable = { [1] = { -- Player ID 	[0] = { -- Walls 	{54,34},{42,230},{12,1} 		} 	[1] = { -- Turrets 	{24,3},{34,8} 		} 	... 	} [2] = { 	[0] = { 	{92,54},{81,23},{8,10} 		} 	[1] = { 	{26,24}, 		} 	... 	} [3] = { ... 	} ... }
Get Buildings Information.
example: In the left side there's a place where ct throws the ball, I putted the botnode entity behind of it, and there's a place where t throws the ball too, i put the botnode behind of it too. when I saw t had the ball he just threw it to the place where ct throws the ball, so it's a own goal! I think there must be classifications on the botnode entity. example:
O Both
O CT Only
O T Only
So you just click the O to choose what bots will go there
Parameters:
id: player id
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for _,all in pairs(player(0,"table")) do 	-- Your random shit here end
Like... to check their controls.
Also it would be nice if you will add possibility for server to bind client's controls (temporarily). The previous controls will be set after the client left the server.
Example
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serverbind('b', 'say !fireworks')
Those binds will be set when client join the server.
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It would be so awesome to have an option like that!
With this possibility, it would be possible to create cars, which would be driveable using W A S D, Like in GTA!
Lol no.
If it will be something like "!up" etc. it would require header bytes + 3 bytes for string. Let's say there are 2 header bytes.
Bytes to send = 2 + 3 = 5;
So if someone will hold the UP key he will send a lot of traffic to server causing lags. And there's another problem, cs2d only will send the !up message when key is pressed and not everytime when it's held, and if it will send everytime when it's held it will send a lot more bytes: 50 frames * 5 bytes per second.
(It depends how cs2d sends player movement data to servers)
Think before you post another pointless suggestion.
edited 1×, last 07.01.13 09:43:44 pm
StirlizZ-Fapicon has written
Nice idea, agree with him. +1
Somebody remember deleted tile type - wade?
Bring it back, there is many maps which can using sound of wet dirt
XeniTh has written
A Destroyable Obstacle
A tile type which you can shoot through with guns, but destroy it with melee or explosives. i would like that for zombie maps.
A tile type which you can shoot through with guns, but destroy it with melee or explosives. i would like that for zombie maps.
Nice idea, agree with him. +1
Somebody remember deleted tile type - wade?
Bring it back, there is many maps which can using sound of wet dirt
+1 as well, also it would be nice if when you bind a key and a command trough console, the bind doesnt disapear/wipe each time you restart the game.
sys/autoexec.cfg - You can set your custom binds here and they will be always until you remove them from this file.
lolno
this suggestion is NOT pointless. You still can use it for extra server action.
The only way to reduce the traffic would be to make it kinda toggle-able
Whenever the key is pressed > toggle on
key is released > toggle back to off
Isnt a very good solution due to possible packet loss (~> extra packets to confirm?) but I'd like to see this feature though
DC won't implement it. Simply.
do that in the map editor.