English Beta 0.1.2.0 Suggestions & Ideas

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16.01.12 08:11:31 am
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EngiN33R
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@user Informatixa: mp_hud already exists. The tile functions you suggested can be redone via the existing entity functions, by checking if in entity range.
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16.01.12 08:18:52 am
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Informatixa
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user EngiN33R has written:
@user Informatixa: mp_hud already exists. The tile functions you suggested can be redone via the existing entity functions, by checking if in entity range.

ok, thank you.
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16.01.12 09:46:13 am
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MikuAuahDark
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user Informatixa has written:
mp_hud
cs2d cmd mp_hud has been added at Counter-Strike 2D Pre-release
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16.01.12 12:42:50 pm
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PyKemis
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Yeah dynamic entities--I've been pushing this one.
16.01.12 12:50:57 pm
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Informatixa
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> mp_hud
      • 128 : join and leave message

> setlook <player> <look>

> makect <player> [<look>]

> maket <player> [<look>]
edited 4×, last 16.01.12 03:09:24 pm
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16.01.12 02:29:21 pm
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EngiN33R
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One thing about mp_hud that should be added is a player value, to hide the HUD only for a certain player. It would also be cool to be able to actually only hide the kill messages of a certain player - i.e. hide all kills made by them.
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16.01.12 03:19:06 pm
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Informatixa
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• image2 <path> <dst_x> <dst_y> <src_x> <src_y> <src_w> <src_h> <mode> [<player>]

Example :
image2 ".//gfx//buildings.png" 0 0 128 0 32 32 3

IMG:http://img213.imageshack.us/img213/696/srce.png
     >     IMG:http://img856.imageshack.us/img856/2387/dstj.png


IMG:http://img17.imageshack.us/img17/3521/resultm.png


• imageresized <id> <xsize> <ysize>

Example :
imageresized 1 16 16

IMG:http://img856.imageshack.us/img856/2387/dstj.png
     >     IMG:http://img202.imageshack.us/img202/8342/dstm.png

32x32               16x16

               OR

Example :
imageresized 1 64 64

IMG:http://img856.imageshack.us/img856/2387/dstj.png
     >     IMG:http://img339.imageshack.us/img339/9395/dst.png

32x32               64x64
edited 8×, last 16.01.12 03:50:32 pm
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16.01.12 04:19:53 pm
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HuturoD
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•new weapon/SCAR-H Black, 120 bullets, 25 damage.
16.01.12 04:35:07 pm
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DC
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@user Informatixa: you really should take a close look at the command reference before actually suggesting "new" stuff. it would safe you (and me) much time...

cs2d lua cmd imagescale does basically do what your "imageresized" does. you just need some basic math to do exactly the same with it (imagescale uses a scale factor instead of the pixel size). so your "imageresized" is not required.
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16.01.12 05:34:37 pm
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Time
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Something lile mp_flaretime. I think there's no need to explain what it does
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16.01.12 05:44:13 pm
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J4x
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What a bout a command that can remove/add ammo to a weapon? Like mp_wpnammo <id> <ammo>.
16.01.12 06:20:20 pm
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Vectarrio
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well, about images cmds, I think we need some tiledimage command, so you can easily draw one small part of big image.
And, also, I've suggested some "deformed" image drawing some time ago, can it be "faster" with 3d engine? I mean, make smth like 3d rectangle rotated the way you see it as a trapezoid.
(I mean things about this suggestion: http://www.unrealsoftware.de/forum_posts.php?post=234391&start=60#post234797 )
17.01.12 11:47:07 am
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Kel9290
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manipulating entities. cs2d cmd setentityvalue <intX/strX> <value>
under the stone.
17.01.12 05:01:35 pm
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ParaBolt
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The test release is good. (not much of tester and havent thoroughly tested it yet xP)

I think FN F2000 must have a scope. EDIT : Removed "Should be buyable" after I read that it was meant for special scenarios.

Also I think the minigun recoil should be increased and the layer should automatically move back slowly as he shoots (Minigun has a huge recoil.) And yea INCREASE MGUN Damage o!o
edited 1×, last 17.01.12 05:13:58 pm
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18.01.12 02:26:57 am
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DevGru
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> Building trigger - Just like env_breakable, you can trigger something by destroying a building.

Note: I't's not an entity, just a function for buildings.
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Edit:
user ParaBolt has written:
And yea INCREASE MGUN Damage o!o


No need to increase it, it's powerful enough.
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18.01.12 02:38:15 am
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PyKemis
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user Kel9290 has written:
manipulating entities. cs2d cmd setentityvalue <intX/strX> <value>


ya something like

createEntity(x,y,type)
setEntity(x,y,type,value) --type=which parameter (trigger,name,str1,int1,etc)
destroyEntity(x,y)


Also a console command to trigger a certain {x,y} would be nice...

Currently only trigger "entity_name" exists.
18.01.12 09:01:44 am
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EngiN33R
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user DevGru has written:
> Building trigger - Just like env_breakable, you can trigger something by destroying a building.

Note: I't's not an entity, just a function for buildings.


If I'm not mistaken, the objectkill hook does that function - in Lua, that is.
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18.01.12 11:35:53 am
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EpicCrisis
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Gate fields deal damage over time the longer you stand on it.
Another Day Another Shitload Of Shit
18.01.12 11:38:50 am
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oxytamine
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Animate GIF files. At least as background.
18.01.12 01:14:58 pm
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MikuAuahDark
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@user PyKemis: that is good
@user oxytamine: ya, make cs2d supports animation!

My another Idea(About weapons):
• > setweaponclip(id,weapontype,ammo), this is will decrease or increase the ammo by command, for example: 30|90 to 12|90 or 12|90 to 25|90. it uses weapontype because if current weapon, it's annoying. and if the weapontype isn't exists(player not have it), error will come(MSG: Error to use command, because player ID id is not have weapon ID weapontype)
• > setweaponmaxammo(id,weapontype,maxammo) sameas above but this command will increase or decrease the max ammo for example: 30|90 to 30|900
• > mp_wpnammo(weaponname(string),ammo(per clip),max ammo), with this command, we can set weaponammo for example: 30|90 is the max ammo for M4A1, with this command, we can make it 1000|50000. N.B.: 1000 is the max value of ammo(per clip) and 50000 is the max value of max ammo
• > mp_wpnrnd(weaponname(string),rounds) set weapon round for weaponname
• > Bullet speed decreased, this is nice because we will can dodge the attack. it's good because the bullet hit's wall constanly
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