Tactical Goggles -> you are able to see yourself while on a smoke and other players on a smoke! Fog, dust any type. But not in FOW.
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CS2D General Beta 0.1.2.0 Suggestions & IdeasTactical Goggles -> you are able to see yourself while on a smoke and other players on a smoke! Fog, dust any type. But not in FOW.
The Gas Grenade was a one off as it is not buy able and only obtainable via the map itself or RCon.
Point is, I am against this idea.
The game must require skill, or it would be boring.
Edit: By the way the auto-buy, I used 'K' for auto-buy and 'L' for re-buy previous. The point is, when I auto but lets say m4a1 grenade kevlar and defusal kit, I used my grenade on the first round and then on the next round I bought a grenade, and I died. And I pressed 'L' and rebuy my previous stuff but I've only bought grenade without kevlar, M4A1 etc... So it should be like in CS, when you bought a full weaponry, you bought something on the next round and then when you died you are able to buy the weapons you already bought on the first round with buying something else.
edited 1×, last 17.12.11 12:09:20 am
1
parse("sv_soundstream http://unrealsoftware.de/join.ogg")
Evn_Pushable would be great! You can put the tile number, you can make Obstacle or Wall or even Breakable, and also option which will crush players when in front of an object being pushed. Press E to push/pull, and E again to stop pushing/pulling.
1- Lua creator ... i know that im asking for MUCH ! but i suck at making Lua scripts .. and it would EPIC to have some program that lets us create our own lua , for example we choose the options we want in the "buy menu " and it automatically writes a script .. i know it sounds stupid .... i dont know ...
2-Achievements wont be bad ? rite ?
3- umm ... like a new game mode .. for example ...
CTs will be hostages , and Ts will still be the terrorists .. and the CTs have to escape from them somehow .. close to jailbreak mode ..
i dunt know ... this are my ideas !
-_Dovahkiin_- has written
2-Achievements wont be bad ? rite ?
Achievements are useless. And what do you get for it, hm? A congratulations? - That would just be a waste of DC's time. Better to use Lua for this so you yourself could decide what they get. If you're using a nice script of course.
-_Dovahkiin_- has written
3- umm ... like a new game mode .. for example [...]
You don't need a whole new game mode for this, just make a map.
From the console, setname should be able to set a player's name without the player being alive.
Like:
ondisconnect.cfg will execute when player attempts to connect but fail connection or cancel it. Or if player gets disconnected from server, like kick, ban, timeout and such.
onmenuopen.cfg will execute when the player opens the ingame menu either via escape key or via spectator menu button.
onconfigchange.cfg will execute upon changing anything on the page for keybinds.
onquit.cfg will execute just before quitting, regardless of reason for quit.
onconnect.cfg will execute at a sucessfull connection.
onplayerchange.cfg will execute when you change anything on the page where you change the name.
This would make client side scripting possible, and it would not give any advantage to the player since they can only run commands that is available to the client like any other cfg file.
edited 3×, last 23.12.11 11:53:59 pm
eg.. not going over the wall.. instead flowing along the walls?
edited 1×, last 24.12.11 03:10:47 pm
sebastiannielsen has written
Add possibility to execute cfg files on certain events.
Like:
ondisconnect.cfg will execute when player attempts to connect but fail connection or cancel it. Or if player gets disconnected from server, like kick, ban, timeout and such.
onmenuopen.cfg will execute when the player opens the ingame menu either via escape key or via spectator menu button.
onconfigchange.cfg will execute upon changing anything on the page for keybinds.
onquit.cfg will execute just before quitting, regardless of reason for quit.
onconnect.cfg will execute at a sucessfull connection.
onplayerchange.cfg will execute when you change anything on the page where you change the name.
This would make client side scripting possible, and it would not give any advantage to the player since they can only run commands that is available to the client like any other cfg file.
Like:
ondisconnect.cfg will execute when player attempts to connect but fail connection or cancel it. Or if player gets disconnected from server, like kick, ban, timeout and such.
onmenuopen.cfg will execute when the player opens the ingame menu either via escape key or via spectator menu button.
onconfigchange.cfg will execute upon changing anything on the page for keybinds.
onquit.cfg will execute just before quitting, regardless of reason for quit.
onconnect.cfg will execute at a sucessfull connection.
onplayerchange.cfg will execute when you change anything on the page where you change the name.
This would make client side scripting possible, and it would not give any advantage to the player since they can only run commands that is available to the client like any other cfg file.
Or just client side lua--which DC will not add.