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CS2D General Ideas for CS2D - READ THE FIRST POST (OP)!Means for addhook lines, etc
An objectspawn hook would be nice.
An objectmove hook for NPCs would also be nice.
A possibility to set the NPC's (or even every object's) position (and rotation?) would be awesome. Exmpl.:
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setobjectpos(id,x,y[,rot])
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parse("setobjectpos "..id.." "..x.." "..y[.." "..rot])
Necr0 has written
@ Marcell: that would be great
An objectspawn hook would be nice.
An objectmove hook for NPCs would also be nice.
A possibility to set the NPC's (or even every object's) position (and rotation?) would be awesome. Exmpl.:
or
An objectspawn hook would be nice.
An objectmove hook for NPCs would also be nice.
A possibility to set the NPC's (or even every object's) position (and rotation?) would be awesome. Exmpl.:
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setobjectpos(id,x,y[,rot])
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parse("setobjectpos "..id.." "..x.." "..y[.." "..rot])
3 functions for you...
P.S. For future - sometimes try to experiment with getting data from objects values.
edited 1×, last 23.10.13 02:24:39 pm
i experimentented around with it a little bit but its not actualy possible to set the npcs position and rotation
(yeah i know the only situation i would see a difference is if there is no player nearby).
if i would do it per imagepos because as soon as i stop setting the position of an npc it would start move back to where it came from(even through walls).
And also as soon as you stop setting the object's rotation it turns back(tested in a closed room).
and i know it is possible to detect movement and spawn per lua i made a function for it and put it as an event in my own event hander(yet only for spawn) but it would be much easier with the hooks for it.
edited 1×, last 24.10.13 01:25:42 pm
@ Rainoth:
You can in moment attack of turret, stop it and create projectile which you'll need.
1 - Zombie (id 249 weapon)
2 - Headcrab (id 249 weapon)
3 - Snark (id 249 weapon)
4 - Vortigaunt (id 249 weapon)
5 - Soldier (id 248 weapon)
8 - Turret (id 253 weapon)
11 - Dual Turret (id 253 weapon)
12 - Triple Turret (id 253 weapon)
Rainoth has written
@ Pagyra: You didn't quite understand me. Well you probably didn't read my thread either. Anyways, I want turrets to have different weapon IDs because the shots from turret 1/2/3 are all the same (just like you said) so I can't check if I was hit by a single/double/triple turret because it returns me 253 (turret shot) at any time. I want the shots to be same but be different for each type of turret.
@ Rainoth: You can check it as this:
@ Necr0: If you imitate the movement of object - then destroy it when object image reaches end coordinates and then spawn it with the current coordinates/and rotation.
edited 3×, last 24.10.13 08:31:33 am
1 Time
Which could allow us to press a button, move to that position only 1 time. We should need them for message cause it appears that players spam with it.
Example :
parse("mp_longname 1")
will allow
Name of something something [GN]Raining Mammoths
I guess it COULD be abused but if the server automatically sets the names. I think it could be really handy to show people everyone's location/ranks/health and all the other things that you might want others to know about when you're creating a mod.
iii created a script that shows it so it's fine for him because the strings although are 2 word long, it's not a problem because his name is 3 letters long. But my name (and most of other's) gets cut off to just "Rai","Rain"...
EP has written
@ Rainoth: yeah i'd be able to set my name to "raining mammoths is a flying potato with poop wings "
That's why I said that it could be turned off. I'd obviously make it impossible to abuse such a thing. I'd use it to be able to input my own strings from scripts/game info and you wouldn't have enough space for your personal crap. The names are already long enough to write senseless stuff.
FlooD has written
DC, this has been suggested a few times before, but can you make a sv_sound3 command
like
sv_sound3 <id> <soundfile> <x> <y>
where x and y are the map positions of the sound. if you can do this i swear i'll never bug you about lag comp again
like
sv_sound3 <id> <soundfile> <x> <y>
where x and y are the map positions of the sound. if you can do this i swear i'll never bug you about lag comp again
actually now that i think about it, fixing lag comp would be easier than implementing this simple command
the worst is if you zoom x2... i cant hit anyone with that little scope.
the right click should allow you to pan the camera around.
now THATS a 2d sniper.
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effect <name> <x> <y> <p1> <p2> <r> <g> <b> <trans.>
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effect "colorsmoke" 100 90 20 20 255 0 0 0.5
edited 1×, last 20.11.13 08:01:45 am