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English Beta 0.1.2.0 Suggestions & Ideas

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old Re: Beta 0.1.2.0 Suggestions & Ideas

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.

old Re: Beta 0.1.2.0 Suggestions & Ideas

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


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


• imageresized <id> <xsize> <ysize>

Example :
imageresized 1 16 16

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

32x32               16x16

               OR

Example :
imageresized 1 64 64

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

32x32               64x64
edited 8×, last 16.01.12 03:50:32 pm

old Re: Beta 0.1.2.0 Suggestions & Ideas

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.

old Re: Beta 0.1.2.0 Suggestions & Ideas

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 )

old Re: Beta 0.1.2.0 Suggestions & Ideas

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

old Re: Beta 0.1.2.0 Suggestions & Ideas

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.
__________________________________________________

Edit:
user ParaBolt has written
And yea INCREASE MGUN Damage o!o


No need to increase it, it's powerful enough.

old Re: Beta 0.1.2.0 Suggestions & Ideas

Apache uwu
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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.

old Re: Beta 0.1.2.0 Suggestions & Ideas

EngiN33R
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Quote
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.

old Re: Beta 0.1.2.0 Suggestions & Ideas

MikuAuahDark
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@user Apache uwu: 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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