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old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

medeiros
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More >

If you can't suggest bug fixes in this thread, then where can you?

--- Edit ---
Never mind, user StirlizZ-Fapicon revived the bugs thread, going to put it there.
edited 1×, last 02.01.13 07:26:09 pm

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

StirlizZ-Fapicon
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Quote
user 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.


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

old mapping

Noname12345 -GER-
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Quote
i dont know if this idea already suggested but i have some ideas for the map editor:

ADDED
trigger_lua => a enity, triggerED by lua OR
can trigger an hook in lua scripts

ADDED
in ALL enity´s the "offset" function (e.g. gen_FX)

ADDED
(much) more effects (can be done with gen_FX or something else)

(sry for bad English)

old For Lua Coders.

SnipeR95
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Quote
A Table for buildings. We need access to players buildings [Turrets, Walls, Dispensers, etc...]

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] = {
...
	}
...

}

INFO
Get Buildings Information.

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

KiRa_3
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I couldn't build a perfect soccer map for bots
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

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

Infinite Rain
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Quote
Possibility for servers to check client's settings.
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
1
serverbind('b', 'say !fireworks')

Those binds will be set when client join the server.

---

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!

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

mafia_man
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Quote
user Infinite Rain
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

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

WinterPwnd
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Quote
user StirlizZ-Fapicon has written
user 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.


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.

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

VADemon
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Quote
@user mafia_man: @user Infinite Rain:
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.
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