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

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25.02.18 02:33:01 pm
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the bamboozle
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@user Bowlinghead: Agreed.
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wow, such signature, much fabulous
25.02.18 02:36:20 pm
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Talented Doge
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user The Art Of Killing has written:
i have a good idea guys , what about mixing CS2D with a real military tactics example :
• Attacks
• Ambush
• Cordinates for locating enemies
• Breaching and Falling back
• Defending from counter attacks
• walkie talkie lingo and codes


I bet you are thinking of Rainbow Six 2D.
25.02.18 02:43:28 pm
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The Art Of Killing
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@user Talented Doge: no , it's linked with a real military tactics!
11.03.18 11:34:29 pm
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SkullFace
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A nightvision option to see specific images called by lua.

E.g. x and y from http://www.cs2d.com/help.php?luacat=image&luacmd=image#cmd

similar to "y<=0: only draw if not covered by fog of war"

so it would be "žnj<=69: only draw if nightvision on/off"

E.g. - You have a nightvision and activated. When it is activated, you can see on every player an image hovering above them (like a hat image). Could work nice against stealthed units.
IMG:https://i.imgur.com/kZBVkjM.gif
P.S. - I've been extracting recently enviromental sound files from other games, if anyone is interested in them for adding them to their maps, scripts, PM me
12.03.18 08:49:57 am
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Bowlinghead
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I rather have a "player(id,"hasNightvisionEnabled")" boolean value than this because its more useful.
Share time limited free games here
12.03.18 09:08:55 pm
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SQ
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@user Bowlinghead: @user SkullFace:
You can already use player(id, "nightvision") for that.
12.03.18 11:21:11 pm
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Cure Pikachu
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@user SQ: That only determines whether the player has the nightvision in their inventory or not. What about if the nightvision is active or not for the player? You can't tell.
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13.03.18 12:21:47 am
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SQ
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@user Cure Pikachu: Oh, okay, there will be nightvisionenabled then
16.03.18 08:16:11 pm
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TheD
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Being able to have the reroute command accept password as a parameter if the server has one.
This community is a meme.
18.03.18 01:28:20 am
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Vehk
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A stopmove hook for when a player stops moving.

A function to cause an image to move back and forth between two points, and maybe a hook for imagemove for when the image makes it to the destination.
18.03.18 09:34:18 am
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Mora_rus
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Change shotguns.
Make their range bigger like 2x times, their accuracy the same, but the damage would be lowered with distance(approximately 280 pixels). Each 20 pixels it would be lowered by 1.
XM1014 is completely useless and is not worth 3000$(even if it may be changed)! It's nerfed range in 90 pixels isn't even funny. It's nerfed total damage(what equals 70) is pretty bad(even if it may be changed).
The reloading of both is too slow atm. And is not compensated for xm1014.
Look in reality, it wont be OP but wont be as much sucks as how it stands(like shotguns that very weak so they could not handle more than 5 tiles? Huh).
Due to the new ratio you can notice shotunger and easily run and even in tunnels only m3 would be succesful.
Buying xm1014 is like buying p228.
If our dear KOD's m3 lovers would cry it might be optional..
27.03.18 03:31:29 pm
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Tw_M
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@user Mora_rus: That Slow Reload is The Result of Bugs created By the New Update.
27.03.18 06:56:09 pm
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Mora_rus
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I know, there also projectiles that are too slow on the ground via new game, and in the net is faster.
27.03.18 07:19:20 pm
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Nuke_iT
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Creat that competitive and mix cs 1.6 with csgo
27.03.18 09:13:42 pm
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SlenderSWAT
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Func_DynWall should also have 3D Options (Height, Flip Y, Mirror, Non-Rotated)
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27.03.18 09:40:24 pm
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SkullFace
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@user SlenderSWAT: +color, brightness, tile rotation and tile blending
IMG:https://i.imgur.com/kZBVkjM.gif
P.S. - I've been extracting recently enviromental sound files from other games, if anyone is interested in them for adding them to their maps, scripts, PM me
27.03.18 10:45:41 pm
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SlenderSWAT
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@user SkullFace Yeah, it would be nice if it could work same way as tiles
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12.04.18 02:01:55 am
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JustiNewells
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"Different Floors"


Since there's the 3D tiles, I think that would be a great idea to make them able to put some over others, and walk over it.
This would allow great, bigger and funny maps, also good remakes.
For get this working without putting 'Jump' function, may have stairs.
When you are in a lower level and have one 'block' over you, the block didn't have to render on the image, so you look everything like an simple map. But the thing must change when you are on the top of a block, all the blocks that are under you must render on a lower level for do the sensation of height.
The shots must continue like they are. So, nobody gets favored for be on an high place that cant be seen and shot to lower-levelered players.
I dont know how hard is to do this, but I think it's ok to share the idea!

Sorry the bad english, I handle spanish mainly.
12.04.18 03:56:36 am
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saleel al sawarim
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nice idea
Al Qaeda*~ bin laden
15.04.18 02:28:12 am
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TGT10
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user JustiNewells has written:
"Different Floors"


Since there's the 3D tiles, I think that would be a great idea to make them able to put some over others, and walk over it.
This would allow great, bigger and funny maps, also good remakes.
For get this working without putting 'Jump' function, may have stairs.
When you are in a lower level and have one 'block' over you, the block didn't have to render on the image, so you look everything like an simple map. But the thing must change when you are on the top of a block, all the blocks that are under you must render on a lower level for do the sensation of height.
The shots must continue like they are. So, nobody gets favored for be on an high place that cant be seen and shot to lower-levelered players.
I dont know how hard is to do this, but I think it's ok to share the idea!

Sorry the bad english, I handle spanish mainly.


+1
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