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

DC
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@user _oops: That wouldn't solve the problem. A server could unbind crucial client key bindings that way and then the client would have to change the settings manually anyway to deal with it. Also I dislike the idea of servers messing with client settings - even if it's just a temporary thing.

So the best way to tackle this issue is to only use keys in Lua which are not used in CS2D's default config. If people use custom configs and have conflicts they have to manually adjust their config. There is no real way around that.

I could only make these key adjustments easier with a UI which pops up when joining a server with conflicting Lua binds but I REALLY don't want to do that.

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

Mami Tomoe
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Initial post -
Add return 1 for the spray hook.
Add a way to toggle a player's flashlight (to make better use of when a player can use his flashlight).

Edit 1 -
Add a way to get an image's size (x, y).

Edit 2 -
Add
imageobstacle(img_id, type)

With type being
0 for floor (default)
1 for obstacle
2 for wall
I know this is possible with Lua, but it can get really messy.

Edit 3 -
Consider adding a way to create lights (using light engine) with Lua? The same(ish) way images work:
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lightadd(x, y, ...)
lightcolor()
tween_lightcolor()
freelight()
...

This list is getting really big
edited 3×, last 23.05.19 05:45:57 pm

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

SQ
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@user Mami Tomoe: Most of the things you mentioned already are achievable.

You can add Lighting Engine lights with "image" command, look it up.

Also you can get image size with some lua API's, but I've already added image size function. Not sure if it's included in the latest patch.

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

_oops
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user DC has written
@user _oops: That wouldn't solve the problem. A server could unbind crucial client key bindings that way and then the client would have to change the settings manually anyway to deal with it. Also I dislike the idea of servers messing with client settings - even if it's just a temporary thing.

So the best way to tackle this issue is to only use keys in Lua which are not used in CS2D's default config. If people use custom configs and have conflicts they have to manually adjust their config. There is no real way around that.

I could only make these key adjustments easier with a UI which pops up when joining a server with conflicting Lua binds but I REALLY don't want to do that.


I think I explained wrong, I didn't mean the issue that script cs2d lua cmd addbind conflict with client's key bindings.

I will write the example code
stuff >

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

Mami Tomoe
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A way to make dynamic walls cover a player without killing him.
That is mostly useful for dynamic floors to simulate bridges without images or settiles.

EDIT:
user Mami Tomoe has written
Thanks! Can I change the angle though?
Like this in the map editor: IMG:https://i.imgur.com/mFTwOEc.png

Will this at least be planned?
edited 1×, last 07.06.19 03:08:03 pm

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

DC
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@user Gaios: What means "cover without killing"? The recommended way to display stuff above the player would be to use cs2d entity env_sprite. Only limitation with this is that you can't use tile graphics unless you provide them as separate image.

@user T-69: Unfortunately this is complicated with BlitzMax but I agree that it would be very cool.

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

Mami Tomoe
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Stretch for backgrounds in the map editor, since people may use different resolutions.

Edit 1:
For the menu hook, add another parameter "full_title" which will return the entire title including any "special" characters such as:
@b
and
@i
.

Edit 2:
A way to forcefully close any open menu that a player may have opened, similar to the
@i
parameter for the
menu
function just without the actual invisible menu preventing control until ESC is pressed.

Such as:
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removemenus(p1, p2)

P1 - Player
P2 - true/false (or 0/1) - Return as if the player pressed cancel or not?

Edit 3:
By default a setting should be set to false, the setting would do the following:
Show extra informational codes in the console?
It will basically prevent people from seeing
(R)gfx... or (C)255255...
in the console when copying/viewing it.

It should be disabled because that's how it has always been yet in the last couple versions when you copy colored text from the console you copy the color tags with it, which can get annoying if not intended (same for image tags).
edited 3×, last 25.06.19 10:33:09 am

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

Mami Tomoe
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A new hook:

Name: action (?)
Parameters: (int) player_id, (int) action_id
Returns: none.

Description:
The hook will solve a problem where the only way to know if a player has opened the chat is to add a bind to the default chat button, that wont work if the player uses a different bind.
This applies to all actions (such as say, team-chat, console, escape, server-info, player-table, ETC.)

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

DC
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Quote
@user Mami Tomoe: The server is not aware of most of these actions (because it doesn't need to be). Therefore there can't be a hook without causing additional traffic and I don't really want to send additional messages for these actions.

@user _Lima_: I highly doubt that the quick play feature has any negative impact and I won't remove it.
The only problem are people running servers with custom Lua and tons of custom sounds and graphics as quick play servers. This stuff kills the game. Not the quickplay feature itself.
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