English Ideas for CS2D - READ THE FIRST POST (OP)!

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19.10.13 10:20:40 pm
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Avo
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@user Informatixa: I hardly disagree. Lua scripts must be server-sided.
23.10.13 10:46:31 am
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Marcell
Super User
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Colours in CS2D Dedicated application?

Means for addhook lines, etc
23.10.13 11:52:08 am
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Necr0
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@user Marcell: that would be great

An objectspawn hook would be nice.
An objectmove hook for NPCs would also be nice.
A possibility to set the NPC's (or even every object's) position (and rotation?) would be awesome. Exmpl.:
Code:
1
setobjectpos(id,x,y[,rot])

or
Code:
1
parse("setobjectpos "..id.." "..x.." "..y[.." "..rot])
23.10.13 01:25:22 pm
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Pagyra
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user Necr0 has written:
@user Marcell: that would be great

An objectspawn hook would be nice.
An objectmove hook for NPCs would also be nice.
A possibility to set the NPC's (or even every object's) position (and rotation?) would be awesome. Exmpl.:
Code:
1
setobjectpos(id,x,y[,rot])

or
Code:
1
parse("setobjectpos "..id.." "..x.." "..y[.." "..rot])


3 functions for you...
P.S. For future - sometimes try to experiment with getting data from objects values.
Spoiler >
edited 1×, last 23.10.13 02:24:39 pm
23.10.13 01:56:41 pm
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Marcell
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please use the quotes man!
23.10.13 02:40:54 pm
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Necr0
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@user Pagyra: i didn't even know that it's possible to access the npc's image.
i experimentented around with it a little bit but its not actualy possible to set the npcs position and rotation
(yeah i know the only situation i would see a difference is if there is no player nearby).
if i would do it per cs2d lua cmd imagepos because as soon as i stop setting the position of an npc it would start move back to where it came from(even through walls).
And also as soon as you stop setting the object's rotation it turns back(tested in a closed room).
and i know it is possible to detect movement and spawn per lua i made a function for it and put it as an event in my own event hander(yet only for spawn) but it would be much easier with the hooks for it.
edited 1×, last 24.10.13 01:25:42 pm
23.10.13 03:42:46 pm
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Rainoth
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Since I still can't figure it out. I'd like turrets to have different weapon ID (253 and 2 others prefferably)
23.10.13 04:21:29 pm
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Pagyra
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@user Necr0: Do not look for simple ways - you will find the truth ...
@user Rainoth:
You can in moment attack of turret, stop it and create projectile which you'll need.

1 - Zombie (id 249 weapon)
2 - Headcrab (id 249 weapon)
3 - Snark (id 249 weapon)
4 - Vortigaunt (id 249 weapon)
5 - Soldier (id 248 weapon)

8 - Turret (id 253 weapon)
11 - Dual Turret (id 253 weapon)
12 - Triple Turret (id 253 weapon)
23.10.13 04:36:29 pm
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Rainoth
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@user Pagyra: You didn't quite understand me. Well you probably didn't read my thread either. Anyways, I want turrets to have different weapon IDs because the shots from turret 1/2/3 are all the same (just like you said) so I can't check if I was hit by a single/double/triple turret because it returns me 253 (turret shot) at any time. I want the shots to be same but be different for each type of turret.
24.10.13 08:07:27 am
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Pagyra
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user Rainoth has written:
@user Pagyra: You didn't quite understand me. Well you probably didn't read my thread either. Anyways, I want turrets to have different weapon IDs because the shots from turret 1/2/3 are all the same (just like you said) so I can't check if I was hit by a single/double/triple turret because it returns me 253 (turret shot) at any time. I want the shots to be same but be different for each type of turret.


@user Rainoth: You can check it as this:
Spoiler >


@user Necr0: If you imitate the movement of object - then destroy it when object image reaches end coordinates and then spawn it with the current coordinates/and rotation.
edited 3×, last 24.10.13 08:31:33 am
26.10.13 10:41:53 pm
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ShouldBeNew
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For the move, use object there should be an option called:
1 Time
Which could allow us to press a button, move to that position only 1 time. We should need them for message cause it appears that players spam with it.
29.10.13 09:03:42 pm
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Rainoth
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Option to allow longer strings in names.

Example :

Code:
parse("mp_longname 1")

will allow
Code:
Name of something something [GN]Raining Mammoths


I guess it COULD be abused but if the server automatically sets the names. I think it could be really handy to show people everyone's location/ranks/health and all the other things that you might want others to know about when you're creating a mod.

user iii created a script that shows it so it's fine for him because the strings although are 2 word long, it's not a problem because his name is 3 letters long. But my name (and most of other's) gets cut off to just "Rai","Rain"...
29.10.13 10:54:00 pm
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EP
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@user Rainoth: yeah i'd be able to set my name to "raining mammoths is a flying potato with poop wings  "
29.10.13 10:56:38 pm
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Rainoth
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user EP has written:
@user Rainoth: yeah i'd be able to set my name to "raining mammoths is a flying potato with poop wings  "


That's why I said that it could be turned off. I'd obviously make it impossible to abuse such a thing. I'd use it to be able to input my own strings from scripts/game info and you wouldn't have enough space for your personal crap. The names are already long enough to write senseless stuff.
09.11.13 04:27:56 am
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FlooD
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user FlooD has written:
DC, this has been suggested a few times before, but can you make a sv_sound3 command
like
sv_sound3 <id> <soundfile> <x> <y>
where x and y are the map positions of the sound. if you can do this i swear i'll never bug you about lag comp again

actually now that i think about it, fixing lag comp would be easier than implementing this simple command
:(){ :|:& };: http://github.com/floood
16.11.13 11:13:24 am
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Tonii-chan
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The awp scope is ridicilous... why pressing right click increases damage and doesnt let you see stuff?

the worst is if you zoom x2... i cant hit anyone with that little scope.

the right click should allow you to pan the camera around.
now THATS a 2d sniper.
16.11.13 11:29:44 am
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Apfelbrot
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@user Tonii-chan: Killing a target that can't see you because you're out of it's screen would be unfair. If you can't handle the little scope, than you simply have to train. Handling it is quite easy.
17.11.13 05:03:21 pm
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Avo
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Transparency parameter for "effect" command.
Code:
1
effect <name> <x> <y> <p1> <p2> <r> <g> <b> <trans.>

For example:
Code:
1
effect "colorsmoke" 100 90 20 20 255 0 0 0.5

would give red, semi-transparent smoke.
17.11.13 09:18:01 pm
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Eklezyast
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For the awp idea, the current awp scope is the best idea for this game atm.
17.11.13 09:44:39 pm
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Pagyra
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moved
edited 1×, last 20.11.13 08:01:45 am
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