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

Mami Tomoe
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For the tween functions, add an optional parameter that will take in a function and will call it once the tween had stopped moving with the following values:

tweenstate:

0 - Tween completed - the animation is done
1 - Tween cancelled - when the round restarts, the image gets freed or the respective function is used to reset the image (For example:
tween_pos = imagepos
).
2 - Tween abrupted - when another tween is called and resets the animation


Or you could do this with a hook (
tweenhook
) as well, though less efficient.
In that case also add a tweenstate for starting the tween.

Or do both!

alt Nerf AUG

Feedison
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AUG is too powerful. Can you nerf this weapon pls? I cant play normally with the AUG players, they always destroying me (my aim is pretty good).

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

mrc
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Just decrease damage, use 22 for regular shot and 24 for scoped, use the same values for SG552. I rebalanced weapons in my server and they are great, much better than default.

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

TobyInChina
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user Mami Tomoe hat geschrieben
When you follow a friend through the USGN friend list, once you join the server the spectated player should be the friend (if possible).

Maybe can add a function :
follow a friend by Steam , if click "follow a friend",they can join your friend server.

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

Mami Tomoe
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(removed previous post)

A new feature for spectating (similar to the fog button toggle).

When enabled, and the spectated player:
> Uses a scope; you will see the scope.
> Gets flash banged; you will be blinded.

When disabled (default), and the spectated player:
> Uses a scope; you will not see the scope.
> Gets flash banged; you will not be blinded.

And more if you find more ideal things to add, also switching the mode while flash banged will remove the effect from the spectator.


EDIT:
Caption parameter for cs2d lua hook kill
That way custom kills (weapon = 250) can also, be managed.


EDIT:
The ability to set a NPC's team, so it will either only attack CT's or T's.
5× editiert, zuletzt 05.01.21 17:33:53

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

Gaios
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Hook: cs2d lua hook itemspawn - that is executed on item spawn: by map, map-item spawn (x) seconds, trigger, item drop, spawnprojectile, (...)
Hook: cs2d lua hook itemremove - the opposite of spawn, after hook cs2d lua hook collect, (...)
Hook: cs2d lua hook objectspawn - similar to itemspawn
Hook: cs2d lua hook objectremove - similar to itemremove

=========================================================================

player(0, 'mouse')
command to get mouse x,y positions of all players in a single API call. Also same for player's mouse, mousemap, map position, tile map position...

It could do performance boost imho, but user SQ told me that returning array could be even slower.

Eg. array of:
1
2
3
4
5
{
    { id = 1, x = 0, y = 0 },
    { id = 2, x = 0, y = 0 },
    { id = 32, x = 0, y = 0 },
}
3× editiert, zuletzt 25.01.21 11:04:41

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

DC
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@user Gaios: Not 100% sure but I think most of these hooks would be quite redundant to existing stuff.
itemremove for instance is covered by cs2d lua hook itemfadeout and cs2d lua hook collect. I think the only other way to get rid of items is to remove them manually with commands (you don't need a hook then because you know what you're doing) or round restarts (which remove everything anyway).

@user Mami Tomoe: what do you need that for? cs2d lua hook leave should basically be exactly that. Only with the advantage that you still can access the player data. The data is however removed instantly afterwards in the very same frame. So if you intend to do cleanup or things alike, cs2d lua hook leave is the right hook for you.

If you however want to do cleanup - or other things - WITHOUT the removed player being listed (in calls like cs2d lua cmd player(0, "table")), you could use a cs2d lua cmd timer with a time of 0. It should be executed at the end of the same frame when the player data is gone.

I didn't test that though. Maybe it doesn't work like that.

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

Mami Tomoe
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@user DC: I'm aware of the timer way of doing it, but I do not "trust" timers.

I need it to delete player data from the ID.

Such as:

player_data[id] = nil


But for my case, if the player exists, the script may try to load instead of remove the player data.
(Example: player data was deleted, but a function requests data right after, because the player exists.
The function that will return the data, checks if the player has data, if it doesn't it will check if the player exists, and assume the player is joining, and return the data, but then, the player already left and the data was loaded, causing issues.)
tl;dr: It would be great to have it without using timers.

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

Masea
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user Mami Tomoe hat geschrieben
I need it to delete player data from the ID.

Such as:

player_data[id] = nil
Why not do it inside a cs2d lua hook leave hook as user DC said? Did it many times just like many others, so far no game-breaking issues, or not even minor ones if that matters. It is safe to say a player who has left the server shouldn't be triggering anything anyway.
1× editiert, zuletzt 01.02.21 21:58:08

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

Mami Tomoe
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@user Masea: Efficiency, I do not use the
player(p, 'exists')
function call, I'd rather load and delete players using hooks and that's how I know if they exist.

My problem comes when a player leaves, they may trigger other hooks (such as cs2d lua hook drop) and that causes various problems with my method.

Anyways, I'd rather have a proper "delete player" hook, cs2d lua hook disconnect would be perfect for that.

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

Masea
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@user Mami Tomoe: Then, under the cs2d lua hook drop hook, check whether
player_data[id]
exists or not. Or if you want to take it one step further, do use metatables and check if the player exists of the specific data whenever the data table is accessed. Thinking about it now, that'd be simply brilliant.
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