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CS2D General Ideas for CS2D - READ THE FIRST POST (OP)! Obviously Exactly Myself has written
Players get pushed when shot, hit, exploded at, etc. like in CC.
Would suck d**k. CS2D is not CC, CS2D is a replica of Counter Strike and not CC.
ULtiMa has written
Would suck d**k. CS2D is not CC, CS2D is a replica of Counter Strike and not CC.
Server Options > Default:Off Obviously Exactly Myself has written
Players get pushed when shot, hit, exploded at, etc. like in CC.
Would suck d**k. CS2D is not CC, CS2D is a replica of Counter Strike and not CC.
For example mapper want to use dust tileset and some tiles from aztec tileset. If mapper wants to use them he must edit dust tileset and add tiles from aztec tileset and save as new tileset. He didn't added something new, but took diskspace, because map able to use only 1 tileset.
Because it will lag if you will create such a wall using image() function.
It would be great to show the line of the value used.
If you see an error without line, then this error is in CS2D.
Well... I mean, that BlitzMax is trying to execute a Lua function which doesn't exists.
DevGru has written
More tile properties for walls like Wall - Dirt, Wall - Wood or Wall - Stone. If you shoot at one of the walls, you'll heal different sounds.
Env_breakable and set hp to 99999999999999999+ ?
But I like the idea.
New 3 properties of tiles:
Solid for player (P)
Solid for bullets (B)
Blocking view (as wall) (V)
Now we can have 8 types of tiles from 3 properties.
PBV(0=off; 1=on), (number) - name:
000(1) - floor
001(2) - something dark x)
010(3) - magnet?
011(4) - magnet in darkness
100(5) - obstacle
101(6) - hole(s) in wall for weapon barrel
110(7) - glass
111(8) - wall
useigor has written
Sounds awesome. But I think DC will consume a huge amount of time on how to convert the old tile properties to the new ones. Delete all types of tiles but read old types in old maps. Add new properties of tiles that can be mixed + use old properties of tiles (like no shadow, toxic and etc)
New 3 properties of tiles:
Solid for player (P)
Solid for bullets (B)
Blocking view (as wall) (V)
Now we can have 8 types of tiles from 3 properties.
PBV(0=off; 1=on), (number) - name:
000(1) - floor
001(2) - something dark x)
010(3) - magnet?
011(4) - magnet in darkness
100(5) - obstacle
101(6) - hole(s) in wall for weapon barrel
110(7) - glass
111(8) - wall
New 3 properties of tiles:
Solid for player (P)
Solid for bullets (B)
Blocking view (as wall) (V)
Now we can have 8 types of tiles from 3 properties.
PBV(0=off; 1=on), (number) - name:
000(1) - floor
001(2) - something dark x)
010(3) - magnet?
011(4) - magnet in darkness
100(5) - obstacle
101(6) - hole(s) in wall for weapon barrel
110(7) - glass
111(8) - wall
M60
accuracy same M249
ammo 200/400
damage 19
rate of fire same M249
slow reload
pistol
Anaconda
accuracy same deagle
ammo 6/30
damage 30
rate of fire same USP
reload same deagle
rifle
M4A1 grenade
accuracy same M4A1
ammo 30/90,grenade 1/3
right click is switch to grenade launcher
damage 22,damage grenade same HE
rate of fire same M4A1,rate of fire of grenades after reloading complete
reload same M4A1,slow reload grenade
I have many ideas that I hope DC can be
Admin/mod comment
§2.1 - No needless and/or doubled posts (spam)Yeah, perhaps everyone have many ideas but not all of them are possible.
Admin/mod comment
§5.5 - Do not comment rule violations or spam macymagiska112 has written
Make shooting bullets affect the light and shadow engine.
It already does, or am I wrong?
but you can put it in editor stuff only
Team walls? something like tf2? acts like a wall (eg.) for ts but cts can walk through it.
i guess maybe you can edit it so it has a health bar maybe you cant shoot through it
(sorry if this was posted before)