Ideas for Counter-Strike 2D 0.1.2.1
1,429 replies
you wouldn't be able to see them. its 2d
duh
duh
yes you would, it would stick out a bit like the lasers


you wouldn't be able to see them. its 2d
duh
duh
yes you would, it would stick out a bit like the lasers
No you wouldn't, the portals in Portal 1 & 2 are flat textures on walls.
All posts generated by this user derives from consensus. Upcoming project after the Halo weapons series: Mass Effect "50 shades of DC" - Analkisses#1
Maybe when you shoot it vertically on a wall, there will be lights coming out of it so players can see it.
Another Day Another Shitload Of Shit
isnt there already kickreson thing?
also you would see blue/orange stick if portals were on the wals

also you would see blue/orange stick if portals were on the wals

isnt there already kickreson thing? 

Current parameter
"reason: reason id (0 normal, >0 kick/ban/timeout)"
0 - normal leaving
1 - kick
etc.
Bump: http://www.unrealsoftware.de/forum_posts.php?post=301786&start=1100#post323828
Add a layers to edeitor so We can make tunels, bridges and balconies and you can move under and on them!
Whats up?

Add a new parameter: kickreason
Gives the kick/ban reason if the player was kicked or banned.
Gives the kick/ban reason if the player was kicked or banned.


They both already exist. Plus when the player leaves the game it will say; "Player has been kicked (kicked: Stupid asshole)" - Same goes for ban.
Or it was "Player has left the game (kicked: "reason")" - I do not remember.
The ban reason already is implemented I just forgot to add it to the online documentation. I added it now.
Multiple layers for maps are too hard to implement and they would break many existing scripts that rely on the player position. So this clearly won't happen.
Multiple layers for maps are too hard to implement and they would break many existing scripts that rely on the player position. So this clearly won't happen.
How to make something like multiple layers:
Make first level of the map. Then make 1:1 mapexport, make it blurried and paste as sprite which don't cover the walls on second level of the map.
Make first level of the map. Then make 1:1 mapexport, make it blurried and paste as sprite which don't cover the walls on second level of the map.

In the map editor we have env_hurt and Func_Teleport
And the Hurt, hurts everyone and the Teleport, teleports everyone.
Can you make for T and CT.
This way Only CT or T can Teleport and only CT or T can be hurt.
I hope you add it.
It will be in big use.

I know. No ask for new weapons. I just wanted to say maybe there could be a fire exstinguiser
Oh, shit! That's the best idea ever!


In the map editor we have env_hurt and Func_Teleport
And the Hurt, hurts everyone and the Teleport, teleports everyone.
Can you make for T and CT.
This way Only CT or T can Teleport and only CT or T can be hurt.
I hope you add it.
It will be in big use.
Possible with Lua.
Trust me, I'm an engineer |
DC approved
Super extra mod for CS2D (64), yeah!



@
DC:
What about blur effect after flash grenade like in CS:S?

What about blur effect after flash grenade like in CS:S?
@
Avo: Shit man, there are many of these team only stuff already in some entities. Adding more is useful, making a simple 5-6 line is stupid to do and many people do not know Lua. It's best if this was added. Not everything should be done with Lua, you know.


@
Avo: Shit man, there are many of these team only stuff already in some entities. Adding more is useful, making a simple 5-6 line is stupid to do and many people do not know Lua. It's best if this was added. Not everything should be done with Lua, you know.

I agree.
I can't make lua, and what should I do?
@
Lubo: You could make a request for a lua. or find out how to learn CS2D lua scripting. Or wait to see if DC adds the entites for it.
P.S. Your signature reminds of GTA: San andreas, cause when you a tagging the wall for 2 minutes a image finally pops up

P.S. Your signature reminds of GTA: San andreas, cause when you a tagging the wall for 2 minutes a image finally pops up