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CS2D General Ideas for CS2D - READ THE FIRST POST (OP)!Minimaps should be updated when DynWalls are triggered or breakable walls are removed.
Won't help you creating an anti speedhack. But I do agree that this option will be useful.
Infinite Rain has written
@ Starkkz:
Won't help you creating an anti speedhack.
Won't help you creating an anti speedhack.
This.
Infinite Rain has written
But I do agree that this option will be useful.
No.
All an anti-speedhack needs is some dedicated configuration and testing.
Infinite Rain has written
@ Starkkz:
Won't help you creating an anti speedhack. But I do agree that this option will be useful.
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.
No, it won't.
One simple unfixable reason why: ping.
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Distance = Distance / (Delay / 20)
This thread is for ideas only! No discussions! Thank you!
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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...
Dude, I would marry you then.
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.
@ rafz: The ammo stuff is not intended because it doesn't work that way in CS 1.6! You could script something like that with Lua though. The server list thing has been suggested already.
@ Rattle189: It's not possible to detect that automatically.
Admin/mod comment
§2.1 - No needless and/or doubled posts (spam) Don't go off-topic either / RMAdmin/mod comment
§4.5 - Stick to the point! No off-topic posts!Adding a single parameter "weapon" would be great.
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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.
edited 2×, last 29.04.14 12:44:35 pm