English Ideas for CS2D - READ THE FIRST POST (OP)!

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20.04.14 11:52:07 am
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DC
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@user lenovo/user Accurator: Map change with timer is even a feature of CS2D. It's a simple setting. Just set it to the value you want (in minutes). You don't have to script anything or to use entities: cs2d cmd mp_timelimit (of course it's another story if you want to force a map change just for a single map but that works as well as user Accurator just showed)
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20.04.14 03:08:16 pm
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RisingXD
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@user MikuAuahDark: Ok, ok. How about arm deals? Not like skin.
Rising XD: Say Hello to my little friend! (M249) & [bot]Adon-is-gay AWP Rising & [bot]Adon-is-gay: Nope.
20.04.14 03:38:21 pm
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MikuAuahDark
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@user RisingXD: I dunno. Let user DC choose
Hello? Are you there, Tae Hanazono?
20.04.14 07:08:53 pm
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Starkkz
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itemtype(id, "weight"), it could be use to make a anti-speedhack with the actual weapons weights instead of a unofficial list of weights in Lua.
lol
21.04.14 05:44:46 pm
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r4ndxm
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Agree with Starkkz' suggestion, and also

Minimaps should be updated when DynWalls are triggered or breakable walls are removed.
Worst player ever
21.04.14 05:48:41 pm
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Infinite Rain
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@user Starkkz:
Won't help you creating an anti speedhack. But I do agree that this option will be useful.
A thousand may fall at your side, ten thousand at your right hand, but it will not come near you. You will only look with your eyes and see the recompense of the wicked. - Psalm 91:7-8 ESV
21.04.14 06:15:58 pm
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Yates
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user Infinite Rain has written:
@user Starkkz:
Won't help you creating an anti speedhack.

This.

user Infinite Rain has written:
But I do agree that this option will be useful.

No.

All an anti-speedhack needs is some dedicated configuration and testing.
21.04.14 06:52:35 pm
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Starkkz
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user Infinite Rain has written:
@user Starkkz:
Won't help you creating an anti speedhack. But I do agree that this option will be useful.

Actually it will, the pixels per second of movement is calculated with the weight of the weapons. Here is the link to see how it works. So far I've managed to get some accurate values with the average of 10 movements within a certain time, it works for me.

Edit: With the weight I meant to say the weapon's speed modifier.
lol
21.04.14 08:55:44 pm
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Infinite Rain
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@user Starkkz:
No, it won't.

One simple unfixable reason why: ping.
A thousand may fall at your side, ten thousand at your right hand, but it will not come near you. You will only look with your eyes and see the recompense of the wicked. - Psalm 91:7-8 ESV
21.04.14 09:57:08 pm
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Starkkz
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@user Infinite Rain: I'm telling you that I have already solved this, my system uses a delay configuration where the divisor for the distance will be the delay between the last movement and the actual movement divided by twenty.
Code:
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Distance = Distance / (Delay / 20)
lol
21.04.14 10:40:03 pm
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DC
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Please stay on topic and do NOT discuss this in this thread.
This thread is for ideas only! No discussions! Thank you!
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22.04.14 04:28:14 pm
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Rainoth
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Code:
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menu(id,"Title@m,a,b,c,d,e,f,g,h,i,j,k,l",rows,columns)


This will create a menu with multiple buttons. Kind of like a keyboard. The width of menu buttons is decided by calculating the total amount of buttons in that menu. It would look kind of like a keyboard. The rows and column are pretty self-explanatory - they lay out the menu buttons...
22.04.14 07:32:42 pm
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DC
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@user Rainoth: A set of Lua functions to create custom menus with free button positions and additional GUI elements is planned for future releases. (not 100% sure if it will really be implemented though)
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22.04.14 07:47:29 pm
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Infinite Rain
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@user DC:
Dude, I would marry you then.
A thousand may fall at your side, ten thousand at your right hand, but it will not come near you. You will only look with your eyes and see the recompense of the wicked. - Psalm 91:7-8 ESV
23.04.14 08:03:49 am
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Rafaellemos
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Here are two interesting ideas:

• If you go over a weapon lying on the ground and you have the same weapon, the ammunition will be added, the excess remains in the ground;

• Ability to view server list and connect to some when it is inside a gameplay.
23.04.14 08:55:53 am
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Rattle189
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Proxy detection system? Just in case for multiple DDoS'ers in a server?
Not a professional Destiny 2 Esports player.
23.04.14 07:29:04 pm
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DC
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@user Infinite Rain: Haha.. don't say that...

@user Rafaellemos: The ammo stuff is not intended because it doesn't work that way in CS 1.6! You could script something like that with Lua though. The server list thing has been suggested already.

@user Rattle189: It's not possible to detect that automatically.
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23.04.14 10:16:19 pm
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Infinite Rain
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@user DC: Oh, don't be all shy now.
A thousand may fall at your side, ten thousand at your right hand, but it will not come near you. You will only look with your eyes and see the recompense of the wicked. - Psalm 91:7-8 ESV
24.04.14 12:43:34 am
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Hellcat
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@user DC: Hey the speed hack detector can't detect the hackers! Repair this!!
29.04.14 12:30:32 pm
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Alistaire
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cs2d lua hook objectdamage doesn't detect the weapon it's attacked with, and you can only get the player's current weapontype with player(id, 'weapontype'). This means you can't find out if the object is damaged by a projectile and then registered as AWP shot because that's a player's current weapon.

Adding a single parameter "weapon" would be great.

----

Another one;
There's no easy way to set object health. This can only be done with custom functions like;

Code:
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function setObjectHealth(dynid, newhealth, id)
     local curhealth = object(dynid, 'health')
     local deltahealth = curhealth - newhealth
     parse('damageobject '..dynid..' '..deltahealth..' '..(id ~= nil and id or 0))
end


Which will trigger the objectdamage function, which, again, has no way to check if that damage came from a weapon or not.
edited 2×, last 29.04.14 12:44:35 pm
IMG:http://i.imgur.com/5zhwOTP.png
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