attack hook should be improved a lot, especially when it comes about shooting. For example returning two values (1 and 0) which 1 prevents a specific weapon (not a melee one!) its usability of shooting, therefor you can't simply shoot with that weapon any more. Whilst the 0 value just allows weapons to shoot normally without altering any effect.
This way, it might open some possibilities at making some stuff that either requires tons of lines of code for such a simple task or it's completely impossible due to CS2D limits. @
GeoB99: That idea has already been suggested before. It happens that that would cause a very annoying delay when shooting because because the "shoot" network packet would need to pass by a "check-in" before being actually triggered. (player shoots > shoot packet sent to the server > server checks if shoot should proceed > shoot check-in result packet sent to the player... that would take a delay of ~100ms to shoot if the player had a 100ms ping) No.. we can't do it because of shoting is client-sided and it's impossible to do this in Counter-Strike or any dynamic FPS game.
When you shot, your client automatically draws a shot effect on your screen and send a packed with shot rot (or something) to server and this server calcuates if you hit a player (or not).
This method has a small visual problem because if you have a big ping sometimes you simply see that you've been shot (even blood efect) but you didn't lost any health. This is because your possition on server was another than at your client and for server you wasn't hit. How about removing the weapon's/player's ability to shoot in the first place? As if running out of ammo. Just a question to @
DC: (didn't know where to place it)
We as players of CS2D want to see it progress and it is!
You once said you wont add big things like weapons and stuff because you want it to be CS 1.6 like.
I wanted to ask why? If most of the players want to see it progress into something bigger what is blocking it?
I think CSS2D (Counter strike source 2D) can be nice too.
Why do DC want to stay on 1.6 theme forever?
Of course I'm not claiming it is dead like everyone else, I just think it can have a lot more players if it looked like a newer game! oh gosh... not again.. please
Mora has written
Yeah, will be nice if we may add new weapons via lua and give them new id(like in minecraft) and possible to place them in the editor if we have lua:
Holy shit. Do people ever learn how to read?
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READ THE FIRST POST (OP)!
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ohaz: If you read the post i'm telling it against a nil value. And this is second opinion what would be if.. I'm not saying GO AND ADD it as a idea. Rather than new weapons, how about being able to customize the current weapons?
I suggested it months ago, but it was ignored. :(
Maybe, we could even use it to balance the game without affecting the vanilla "1.6-style" that DC likes. None of the ideas posted in this thread have been completely ignored. I recently reviewed this entire thread and took note of all potentially interesting and useful ideas.
Still, new (or customisable) weapons are not the top item on the to-do list as of right now. I suggest you refrain from commenting about it further, as well as commenting again about any of the already suggested ideas - we're not unaware of them, they're simply not in the plan at the moment.
EngiN33R has written
None of the ideas posted in this thread have been completely ignored. I recently reviewed this entire thread and took note of all potentially interesting and useful ideas.
But that one was months ago, did you actually read the entire thread? If yes, that's impressive. Admin/mod comment
Yes, all 95 pages. I may or may not have lost my mind for a little while in the process. Now that that's settled, please stick to ideas only. /Engi A ability to define a playerid parameter to specify which IDs are processed. This will help in scripting to reduce lags.
For example if I wanna use Visual Lua script which uses attack hook, I wanna skip onAttack function for some players and run for other players.
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allowedIDs = {1, 5, 6, 10}
addhook("attack", "onAttack", allowedIDs)
Yes.. it's possible with lua - trolls, but not without generating lags. Not sure if this was suggested yet or not but it would nice if the game had assists. Everytime I do almost 90 damage to players and someone else steals the kill like "YOLO" which makes me want to break my keyboard
. Getting score for assists wouldn't hurt. omg User
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Gaios has written
A ability to define a
playerid parameter to specify which IDs are processed. This will help in scripting to reduce lags.
For example if I wanna use Visual Lua script which uses
attack hook, I wanna skip
onAttack function for some players and run for other players.
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2
allowedIDs = {1, 5, 6, 10}
addhook("attack", "onAttack", allowedIDs)
Yes.. it's possible with lua - trolls, but not without generating lags.
why not manually keep track of the list and see if the attacker id matches @
omg: Can you read? If I will use ms100 hook for 32 player it will lag instead of using for 1 player. Avo User
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Gaios: It won't lag that much. Iteration for 32 players isn't really memory nor bandwidth consuming.
Well, unless you run your server on a calculator. DC Admin
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Hajt: Yeah, sounds reasonable. I'll remove it. About mapping, can it be square highlight then a circle highlight? And can be the torchlight white instead of yellow? Just some suggestion.