Ideas for CS2D - READ THE FIRST POST (OP)!
3,231 replies The menu screen looks empty.Especially the right side.
Please add some random tips to the right side of the menu screen and below loading bar in loading screen.This could help new players.
Please add some random tips to the right side of the menu screen and below loading bar in loading screen.This could help new players.
Inactive dude
21.11.17 04:59:02 pm
We need some work in some features inside CS2D,
#1Env_Sound
Like: env _sound, add option: Do not play the same audio at a time
"I am using Re-Use Delay in Triggers, but is better but this command in env_sound."
#2 Env_Npc
Add: Respawn Every x Seconds, in the Env_npc, to don't need to use trigger delay.
#3 Maximum Money
Add option to Change the Money for more than 16000 without scripts.
#4 More than one Entities in the same floor
Add option to add for example, 2 Triggers and One Breakable in the same floor. Like 1 Trigger_Use, 1 Trigger_Hit and 1 Env_breakable.
This will help so much mappers to do deathruns, coop maps.
#5 About Npcs
Npcs moving like Bots (configurable in the Env_NPC, move from tile x to tile x, every x seconds. And if see a player, it will follow and attack then, and back to the position later.
#1Env_Sound
Like: env _sound, add option: Do not play the same audio at a time
"I am using Re-Use Delay in Triggers, but is better but this command in env_sound."
#2 Env_Npc
Add: Respawn Every x Seconds, in the Env_npc, to don't need to use trigger delay.
#3 Maximum Money
Add option to Change the Money for more than 16000 without scripts.
#4 More than one Entities in the same floor
Add option to add for example, 2 Triggers and One Breakable in the same floor. Like 1 Trigger_Use, 1 Trigger_Hit and 1 Env_breakable.
This will help so much mappers to do deathruns, coop maps.
#5 About Npcs
Npcs moving like Bots (configurable in the Env_NPC, move from tile x to tile x, every x seconds. And if see a player, it will follow and attack then, and back to the position later.
edited 1×, last 21.11.17 05:10:30 pm
this idea might suggested by so many people, but i don't know if they are the same as mine in detail. but i just want to try it.
headshot mechanic, yes headshot mechanic. the idea is simple, just like normal 3d shooters you use your crosshair to aim at your enemies head to headshot them, same for cs2d you just need to aim at enemies head with your crosshair. the difference is not your shots are line up with the head but only when your crosshair is on top of the head. i don't know if this is difficult as hell to add in to the game, but i just want to say with out headshot this game really is too casual, it's great fun with fun mode and mod, but the without headshot it just make it too simple, you can only win a gunfight with luck at this moment in the game.
at the end i don't expect anything, but i just want to try, maybe it's a good idea. specially because of the steam release, if this game want to go longer, this might help a bit imo.
or if i just repeated someone else's idea i am sorry, i could try to read all the reply but it's too many, and there is no rule saying you can't post suggestion about headshot so i did post this.
headshot mechanic, yes headshot mechanic. the idea is simple, just like normal 3d shooters you use your crosshair to aim at your enemies head to headshot them, same for cs2d you just need to aim at enemies head with your crosshair. the difference is not your shots are line up with the head but only when your crosshair is on top of the head. i don't know if this is difficult as hell to add in to the game, but i just want to say with out headshot this game really is too casual, it's great fun with fun mode and mod, but the without headshot it just make it too simple, you can only win a gunfight with luck at this moment in the game.
at the end i don't expect anything, but i just want to try, maybe it's a good idea. specially because of the steam release, if this game want to go longer, this might help a bit imo.
or if i just repeated someone else's idea i am sorry, i could try to read all the reply but it's too many, and there is no rule saying you can't post suggestion about headshot so i did post this.

you can only win a gunfight with luck at this moment in the game.
https://ohaz.engineer - Software Engineering
Why do, if not logged in,
Would make coding a lot easier and less ugly tbh.
player(id, "usgn")
and player(id, "steam")
not return false
instead of 0
and "0"
?Would make coding a lot easier and less ugly tbh.


currentweapon(id,...)
returns value of current weapon player holding:








@
Mora: I think you cando those things, you can easily add some commands like that, it's possible

Through "log" hook? no, thanks. there is "player(id,"weapon")" but not mode or type. is what in items cmd.

If it returns somehow it possible to make it easier to get such values but not through log hook.

If it returns somehow it possible to make it easier to get such values but not through log hook.
CS2D should set the Lua variable package.path to sys/lua/modules/?.lua;mods/<current mod>/sys/lua/modules/?.lua. This would help with scripters writing extension modules for the Lua API. With that set, modules could be placed in sys/lua/modules/<modname>.lua and any script requiring it could load it with
local name = require 'modname'
This has probably already been requested but I can't find it and the search feature couldn't either.
triggerentity should have a parameter for the source that triggered the entity. This would be useful with Trigger_Move, if we could get the player ID. Then we wouldn't have to check every tile that every player walks on with the movetile hook.





(id, 255, 255, 255)
doesn't help.
sys/weapons.cfg
. Why isn't it? I really need that. edited 1×, last 14.12.17 04:28:10 pm
"weaponmode" or "mode" in
hit and
hitzone hook? So we can easier recognize what kind of mode it was on hit.
Also - there is a way to detect if player miss the shot? When he fired but no hit applied to player/hitzone/building/table etc
/associate


Also - there is a way to detect if player miss the shot? When he fired but no hit applied to player/hitzone/building/table etc
/associate
.map
files with cs2d and anytime you double click it just open this map in cs2d if map editor is not busy, otherwise open in 2-nd cs2d or dont open. edited 1×, last 19.12.17 09:29:25 am
I really wanna see new fog of war. I think with new lightning system now its possible make it like current flashlight's light. This square angles looks pretty ugly.
What about a dummy weapon that neither has graphics nor sounds for Lua Scripting? (You could imitate the sound by sv_sound2 with some circle math, the gun and the projectiles with image )
Share time limited free games here

CS2D could have a system to exclude servers (client side) from the search list. This will sort in the search for servers and not join the same server (quick play or other ...).
The ability to change the map size for the map editor even after the map was created. This is to reduce the empty areas that was not used during the map editing process.

@
the bamboozle: Map resizing is already possible. Just change the size in the map properties. Excess tiles will be cut off (bottom and right). You can also move the entire map using the "Move whole map" button in the tools section (wrench icon).

@
DC: I didn't know about that feature, thank you for telling me that.


