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old Re: Ideas for Counter-Strike 2D 0.1.2.1

Phenixtri
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@user Mark Crimson: DC dose not do anything that people demand for his games but he does listen and take "good" ideas into consideration hence the reason this thread exists. It's his way of getting feed back on what people think about his games.

Also alot of the new features in CS2D for example are original user ideas DC does listen you just have to make a solid and logical argument for your idea to have it stand apart from the "add mor weaponz plz " and other such retarded spam.

old Re: Ideas for Counter-Strike 2D 0.1.2.1

EpicCrisis
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Better NPCs such as movement, attacking and also there's something that makes the NPCs not a challenge to players or maybe it's just me. But most of the time I see players ignoring NPCs.

Movement of NPCs need to be more steady instead of walking from block to block. So it needs to walk like a bot.

Vortigaunt attacks are 100% accurate and the only way to save yourself is to hide behind cover.

Headcrabs and Snarks can be an imaginative fast zombie just by changing their health so their harder to get killed... or you can change the skins to a fast zombie anyway. Still the same.

I think there's still issues with NPCs freezing sometimes or turn invisible in some servers.

old Re: Ideas for Counter-Strike 2D 0.1.2.1

Q-Q
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@user EpicCrisis:

I totally agree with this.
The npcs do need alot of improvement.
Many people are using now bots instead of npcs.
And since bots are filling the player slots its not very handy...
I tought the npc improvement/bug fixing would be done in this update..
Well thats another year or two to pass.
So i hope DC would change his mind and add this in the next version of cs2d.

old Re: Ideas for Counter-Strike 2D 0.1.2.1

Yates
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I think the turrets are too accurate/fast. I think you should reduce on or the other, but this is just my opinion of them. Reactions to this are welcome so DC can see if this really is a problem or not.

Thanks.

old Re: Ideas for Counter-Strike 2D 0.1.2.1

dENd
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user Yates has written
I think the turrets are too accurate/fast. I think you should reduce on or the other, but this is just my opinion of them. Reactions to this are welcome so DC can see if this really is a problem or not.

Thanks.


+
Accuaracy nerfing

old chatting

Ridho
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sorry, i forget to read it

old Re: Ideas for Counter-Strike 2D 0.1.2.1

Chex
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Here goes ..

1. Make NPC's controllable by lua just as bots are. With the ai_ commands.

2. Make the dynamic lighting system's limits be based on area rather than dimensions. I.E. It doesn't work on 100x100 but it works on 50x101.(if you can )

Sort of, 3.

This CAN be done with LUA(I think), but I think it should be available as a server/map option. Whether the flag has to be there when you cap it.

Also a flagreturn hook, and a return flag command. So that we can do things like having a flag that rather than being returned by touching it, has a 5 second timer and then is returned, etc.

old Re: Ideas for Counter-Strike 2D 0.1.2.1

Apache uwu
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user doroemon has written
My idea is make lua can block "attack" Function....


that means the client will need to check with the server constantly if they are allowed to attack...

a better method would be to be able to stop the client to shoot

ex.

console command: attackstate <id> <0/1>

once disabled the player cannot fire their weapon

old Re: Ideas for Counter-Strike 2D 0.1.2.1

Obviously Exactly Myself
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I had enough of kids in cs2d.

My idea is that if you want to play online, you need an USGN account that has at least been used for a week, first. But the player can still play with bots offline, if they try to make an online game, the server won't show up in the serverlist. If the player has an USGN account that has been used for at least one week, they can host an online server and join with other online servers.

One more thing...the NPCs are getting covered by dropped items.

old Re: Ideas for Counter-Strike 2D 0.1.2.1

Apache uwu
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user Obviously Exactly Myself has written
My idea is that if you want to play online, you need an USGN account that has at least been used for a week, first.


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addhook("join","_join")

function _join(id)
	if player(id,"usgn")>70000 then
		parse("kick "..id.." \"USGN too recent!\"")
	end
end

Run it the code on your own server. I've seen noobs with USIDs as well, it makes no difference.

old Re: Ideas for Counter-Strike 2D 0.1.2.1

4Vendetta
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user Apache uwu has written
user Obviously Exactly Myself has written
My idea is that if you want to play online, you need an USGN account that has at least been used for a week, first.


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addhook("join","_join")

function _join(id)
	if player(id,"usgn")>70000 then
		parse("kick "..id.." \"USGN too recent!\"")
	end
end

Run it the code on your own server. I've seen noobs with USIDs as well, it makes no difference.


I'll can't play in your server
USGN=87248 kkkk
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