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alt Re: Ideas for CS2D - READ THE FIRST POST (OP)!

Starkkz
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user Infinite Rain hat geschrieben
@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.

alt Re: Ideas for CS2D - READ THE FIRST POST (OP)!

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.
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Distance = Distance / (Delay / 20)

alt Re: Ideas for CS2D - READ THE FIRST POST (OP)!

Rainoth
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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...

alt Re: Ideas for CS2D - READ THE FIRST POST (OP)!

rafz
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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.

alt Re: Ideas for CS2D - READ THE FIRST POST (OP)!

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;

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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.
2× editiert, zuletzt 29.04.14 12:44:35
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