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

Rainoth
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Speaking of satchel charges, could we please be allowed to drop them? I mean, when I play and place all satchel charges then blow them up when needed, I still have the item (showing that I have 0 satchel charges). I think it would be better to be able to drop it or that it would disappear automatically when there's no satchels in inventory and one blows up all the placed ones.

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

mozilla1
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I think it is useless.. but:

Name each version of CS2D (or Carnage Contest, Stranded, whatever) making a mention or tribute to someone.
Example:

CS2D 0.1.2.2 "Tesla"
CS2D 0.1.2.3 "Planck"

There are just example names. Ok, forget my idea, it's very stupid... I just wanted to post it, good bye

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

VADemon
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debugusgn <0|1> to disable these annoying USGN update messages (with possibility of showing them an error occurs/server can't connect to usgn)


UPDATE:
tile(x,y, "blending") and tile(x,y, "brighness") would be great
edited 2×, last 17.04.14 09:51:08 pm

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

Hellcat
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Alos be ejected players that give the server lag

And this is a little warning

Speedhack detector does not work. Therefore all people are using the hack and are grabbing junk game, Please @user DC: controls that.

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

Rainoth
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@user Hellcat: Technically, all players put additional traffic to the server and if it's too much it could lag. However, I'd say you'd need an enormous lua script doing many many things for each player, constantly sending and receiving data that it would actually lag.

I believe you have the popular belief that "Player with 250 ping makes the server lag and because of that everyone becomes laggy". If that's the case, it's not correct.

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

Accurator
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@user lenovo: You can make a Trigger_Start, a Trigger_Delay and a Func_GameAction in a map for that. Make it like this:

The Trigger_Start triggers "Mapchangedelay".
The Trigger_Delay's name is "Mapchangedelay".
The Trigger_Delay's delay is the time in seconds before the map should change.
The Trigger_Delay triggers "Mapchange".
The Func_GameAction's name is "Mapchange".
The Func_GameAction's action is "7 - Load map X".
The Func_GameAction's "X" is the map you want.

You can also script it with lua.
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