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

Thug Life
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1. Add Romanian language
2. In the place which is the breakable entity to can add a item entity or another entity
3. Jump in cs2d like in cs 1.6
4. Spawn in a map the C4 bomb without scripts
5. Remove trigger_if cause is very useless
6. Spawn items with the ammo which we want (like user Egoist said)
7. Add more animation like in cs 1.6
8. When you stay behind a wall, nobody can see you
9. To put 2 or more entities in the same place of a map
10. Add some tutorials about mapping/scripting/making skins in the game to help newbies players

This is my 10 things when I want to be in cs2d

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

iii
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user Thug Life has written
1. Add Romanian language
2. In the place which is the breakable entity to can add a item entity or another entity
3. Jump in cs2d like in cs 1.6
4. Spawn in a map the C4 bomb without scripts
5. Remove trigger_if cause is very useless
6. Spawn items with the ammo which we want (like user Egoist said)
7. Add more animation like in cs 1.6
8. When you stay behind a wall, nobody can see you
9. To put 2 or more entities in the same place of a map
10. Add some tutorials about mapping/scripting/making skins in the game to help newbies players

1. you can do it yourself
2. nice idea
3. often suggested
4. use explosion and env_sprite
5. i don't think it is useless- you don't have to use it
6. already suggested how you said
7. nice idea
8. enable Fog of War
9.I think it is not possible, maybe with offset but it would be good.(and already suggested)
10. In the forum are enough torturials. In my opinion you don't have to add it to the game

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

Devil-Thanh
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1. Do it yourself
2. why?
3. this is not cs1.6
4. what will if the mode is Deathmath with bomb
5. not useless if you a scriptor
6. agree
7. No, no, pls
8. turn on your fog of war
9. why? The editor now is very good.
10. Ask some mappers, scriptors, and search in the forum!

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

MikuAuahDark
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Scripted lighting at LUA(Only when the lighting engine is fixed)

LUA Functions
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id=Light.Create(radius,red,green,blue,pixel_x,pixel_y) -- Create light. Returns light ID
Light.SetRot(id,start_rot,end_rot) -- Set lighting rotation
Light.Destroy(id) -- Delets light from game
Light.SetRGB(id,red,green,blue) -- Set lighting color
Light.SetPosition(id,pixel_x,pixel_y) -- Set lighting position
Light.SetRadius(id,radius) -- Set lighting radius

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

_Yank
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Something nice :
• Lua in serverinfo.txt
• Sprite sheet support
• Bots stop using portal o.O
• Tazer gun - like in CS:GO
• Mouse hook - parameter is buton (R - right, L - left, M - midle)

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

Rainoth
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user _Yank has written
Something nice :
• Lua in serverinfo.txt
• Sprite sheet support
• Bots stop using portal o.O
• Tazer gun - like in CS:GO
• Mouse hook - parameter is buton (R - right, L - left, M - midle)


All of your ideas are bad. Except I don't really get what 2nd one is so I'll just keep quiet about it.
1. Why ?
3. Why ?
4. It's a weapon...
5. There's attack 1 and attack 2 for that.

My idea is not to make something new but rather, change it... I'm sure not many people know this but you can't blend walls normally like tiles. You can work around this if you set tile properties to make them act like floor, blend it and then make them into walls again, this way you get blended walls. But using this is quite annoying, so I'd like to request possibility to blend walls the same like floor.

old Editor

Mr Muffin
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I don't know if this was already suggested or not but I'm still going to give you my idea.
Improvement actually.

• Any mapper will know that sometimes you need to use the info_dynwall entitie and you can't drag that like the tiles, you need to click on every tile to make it a wall.

• A function to remove every entitie in that certain part of the map.     
Thanks

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

gotya2
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My suggestion for cs2d, fix the problem with "random" shooting.
The server adds a random variation to the aim angle when a weapon has high spread. The client on the other hand also adds a random variation, that isn't necessarily the same as the server's variation. So while the client sees blood spatters, the server might not count it as a hit. My suggestion would be to let those variations be the same, such that the hit detection is always correct on both the client and server.

Also in real life, the first hit is usually pretty accurate, but when you spray the gun, the weapon starts to drift and cause the bullets to spread.
This would favour people smartly firing with short salvo's, rather than spraying ( and praying ) like a n00b. This is implemented in most popular shooters by the way. ( cs, cod, bf )
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