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

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21.11.17 04:57:10 pm
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CyanBros
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The menu screen looks empty.Especially the right side.
Please add some random tips to the right side of the menu screen and below loading bar in loading screen.This could help new players.
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21.11.17 04:59:02 pm
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Jededias
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We need some work in some features inside CS2D,

#1Env_Sound
Like: env _sound, add option: Do not play the same audio at a time
"I am using Re-Use Delay in Triggers, but is better but this command in env_sound."

#2 Env_Npc
Add: Respawn Every x Seconds, in the Env_npc, to don't need to use trigger delay.

#3 Maximum Money
Add option to Change the Money for more than 16000 without scripts.

#4 More than one Entities in the same floor
Add option to add for example, 2 Triggers and One Breakable in the same floor. Like 1 Trigger_Use, 1 Trigger_Hit and 1 Env_breakable.
This will help so much mappers to do deathruns, coop maps.

#5 About Npcs
Npcs moving like Bots (configurable in the Env_NPC, move from tile x to tile x, every x seconds. And if see a player, it will follow and attack then, and back to the position later.
edited 1×, last 21.11.17 05:10:30 pm
22.11.17 12:05:11 pm
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4729
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this idea might suggested by so many people, but i don't know if they are the same as mine in detail. but i just want to try it.

headshot mechanic, yes headshot mechanic. the idea is simple, just like normal 3d shooters you use your crosshair to aim at your enemies head to headshot them, same for cs2d you just need to aim at enemies head with your crosshair. the difference is not your shots are line up with the head but only when your crosshair is on top of the head. i don't know if this is difficult as hell to add in to the game, but i just want to say with out headshot this game really is too casual, it's great fun with fun mode and mod, but the without headshot it just make it too simple, you can only win a gunfight with luck at this moment in the game.

at the end i don't expect anything, but i just want to try, maybe it's a good idea. specially because of the steam release, if this game want to go longer, this might help a bit imo.

or if i just repeated someone else's idea i am sorry, i could try to read all the reply but it's too many, and there is no rule saying you can't post suggestion about headshot so i did post this.
22.11.17 01:00:29 pm
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ohaz
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user 4729 has written:
you can only win a gunfight with luck at this moment in the game.
I don't think that the competetive scene for this game, as small as it might be, will agree with you there
https://ohaz.engineer - Software Engineering
23.11.17 09:39:54 am
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Yates
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Why do, if not logged in,
player(id, "usgn")
and
player(id, "steam")
not return
false
instead of
0
and
"0"
?

Would make coding a lot easier and less ugly tbh.
03.12.17 08:23:54 pm
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Mora_rus
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> Hooks "removeitem" to return which item id is being removed and "spawnitem" which item id is spawned (iid, not type id)
>
currentweapon(id,...)

returns value of current weapon player holding:
• "type"
• "mode"
• "ain"
• "a"
• "dmg"
• "dmg_z1"
• "dmg_z2"
> In attack hook or somewhere checking if player MISS the shot(didn't hit player or objectid or building or creature). It might be useful for somebody(me :D)
04.12.17 06:34:26 am
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Danbka
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@user Mora_rus: it's hard to do yourself ?
04.12.17 06:57:58 am
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Devil-Thanh
GAME BANNED
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@user Mora_rus: I think you cando those things, you can easily add some commands like that, it's possible
04.12.17 08:20:40 am
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Mora_rus
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Through "log" hook? no, thanks. there is "player(id,"weapon")" but not mode or type. is what in items cmd.
IMG:https://i.imgur.com/OwyTQvM.png

If it returns somehow it possible to make it easier to get such values but not through log hook.
09.12.17 12:17:05 am
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Vehk
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CS2D should set the Lua variable package.path to sys/lua/modules/?.lua;mods/<current mod>/sys/lua/modules/?.lua. This would help with scripters writing extension modules for the Lua API. With that set, modules could be placed in sys/lua/modules/<modname>.lua and any script requiring it could load it with
local name = require 'modname'
11.12.17 11:21:08 am
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VaiN
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This has probably already been requested but I can't find it and the search feature couldn't either.

cs2d lua hook triggerentity should have a parameter for the source that triggered the entity. This would be useful with Trigger_Move, if we could get the player ID. Then we wouldn't have to check every tile that every player walks on with the movetile hook.
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12.12.17 04:22:18 am
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Vehk
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An option to either cs2d lua cmd player or cs2d lua cmd reqcld to return a player's selected language.
14.12.17 04:01:48 pm
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Gaios
Security Supporter
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• Lua command to spawn Light affecting with Light Engine and commands to tween move it.

• Command to spawn env_breakable and lua wrapper for it.

• Lua command to set image's color, white. Lua command cs2d lua cmd imagecolor
(id, 255, 255, 255)
doesn't help.

• Possibility to add dealy for melee weapons as well,
sys/weapons.cfg
. Why isn't it? I really need that.
edited 1×, last 14.12.17 04:28:10 pm
IMG:http://i.imgur.com/YFN2ICK.png
IMG:http://i.imgur.com/TCHCwEk.png
IMG:http://i.imgur.com/i2Kif0O.png
14.12.17 04:27:26 pm
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Mora_rus
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"weaponmode" or "mode" in cs2d lua hook hit and cs2d lua hook hitzone hook? So we can easier recognize what kind of mode it was on hit.
Also - there is a way to detect if player miss the shot? When he fired but no hit applied to player/hitzone/building/table etc
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