Ideas for CS2D - READ THE FIRST POST (OP)!
3,151 replies @
WinterPwnd: He's just acting like a butthurted kid because he said something wrong on the Steam Games thread and I said "Nope.avi" to him.

Something like the ability to move the whole map but just with parts of it. You select an area and you move it up down left and right just like when moving the map. It will be REALY usefull.
Is the w33d on the show real?
A Destroyable Obstacle
A tile type which you can shoot through with guns, but destroy it with melee or explosives. i would like that for zombie maps.
A tile type which you can shoot through with guns, but destroy it with melee or explosives. i would like that for zombie maps.
AnthoNy
Something like the breakable object, but this thing acts like an obstacle that can be broken only with grenades and melee weapons.
Is the w33d on the show real?
If you can't suggest bug fixes in this thread, then where can you?
--- Edit ---
Never mind,

edited 1×, last 02.01.13 07:26:09 pm

A Destroyable Obstacle
A tile type which you can shoot through with guns, but destroy it with melee or explosives. i would like that for zombie maps.
A tile type which you can shoot through with guns, but destroy it with melee or explosives. i would like that for zombie maps.
Nice idea, agree with him. +1
Somebody remember deleted tile type - wade?
Bring it back, there is many maps which can using sound of wet dirt
CS2d for ANDROID Discord server is here: https://discord.gg/ww59nvf
05.01.13 05:55:25 pm
i dont know if this idea already suggested but i have some ideas for the map editor:
trigger_lua => a enity, triggerED by lua OR
can trigger an hook in lua scripts
in ALL enity´s the "offset" function (e.g. gen_FX)
(much) more effects (can be done with gen_FX or something else)
(sry for bad English)

can trigger an hook in lua scripts


(sry for bad English)


05.01.13 08:56:56 pm
A Table for buildings. We need access to players buildings [Turrets, Walls, Dispensers, etc...]
Access :
local buildinglist = builds(id,"buildtable") -- or anything.
Table Example :
0 = walls
1 = turrets
2 = dispensers
3 = ..
4..
Get Buildings Information.
Access :

Table Example :
0 = walls
1 = turrets
2 = dispensers
3 = ..
4..
Code:
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buildtable = {
[1] = { -- Player ID
[0] = { -- Walls
{54,34},{42,230},{12,1}
}
[1] = { -- Turrets
{24,3},{34,8}
}
...
}
[2] = {
[0] = {
{92,54},{81,23},{8,10}
}
[1] = {
{26,24},
}
...
}
[3] = {
...
}
...
}
[1] = { -- Player ID
[0] = { -- Walls
{54,34},{42,230},{12,1}
}
[1] = { -- Turrets
{24,3},{34,8}
}
...
}
[2] = {
[0] = {
{92,54},{81,23},{8,10}
}
[1] = {
{26,24},
}
...
}
[3] = {
...
}
...
}

@
SnipeR's Admin Script v1.1.5 (8) <-- MOUSE ADMIN CONTROL ! <-|-> @
Weapon Detector By SnipeR95[TR] v1.2 (17)<-- WEAPON DETECTOR !




A thousand may fall at your side, ten thousand at your right hand, but it will not come near you. You will only look with your eyes and see the recompense of the wicked. - Psalm 91:7-8 ESV
I couldn't build a perfect soccer map for bots
example: In the left side there's a place where ct throws the ball, I putted the botnode entity behind of it, and there's a place where t throws the ball too, i put the botnode behind of it too. when I saw t had the ball he just threw it to the place where ct throws the ball, so it's a own goal! I think there must be classifications on the botnode entity. example:
O Both
O CT Only
O T Only
So you just click the O to choose what bots will go there
example: In the left side there's a place where ct throws the ball, I putted the botnode entity behind of it, and there's a place where t throws the ball too, i put the botnode behind of it too. when I saw t had the ball he just threw it to the place where ct throws the ball, so it's a own goal! I think there must be classifications on the botnode entity. example:
O Both
O CT Only
O T Only
So you just click the O to choose what bots will go there
@
Gajos:
This is how people have been doing it for a long time now. Get used to it.

Code:
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for _,all in pairs(player(0,"table")) do
-- Your random shit here
end
-- Your random shit here
end
This is how people have been doing it for a long time now. Get used to it.
Possibility for servers to check client's settings.
Like... to check their controls.
Also it would be nice if you will add possibility for server to bind client's controls (temporarily). The previous controls will be set after the client left the server.
Example
Those binds will be set when client join the server.
---
It would be so awesome to have an option like that!
With this possibility, it would be possible to create cars, which would be driveable using W A S D, Like in GTA!
Like... to check their controls.
Also it would be nice if you will add possibility for server to bind client's controls (temporarily). The previous controls will be set after the client left the server.
Example
Code:
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serverbind('b', 'say !fireworks')
Those binds will be set when client join the server.
---
It would be so awesome to have an option like that!
With this possibility, it would be possible to create cars, which would be driveable using W A S D, Like in GTA!
A thousand may fall at your side, ten thousand at your right hand, but it will not come near you. You will only look with your eyes and see the recompense of the wicked. - Psalm 91:7-8 ESV

Lol no.
If it will be something like "!up" etc. it would require header bytes + 3 bytes for string. Let's say there are 2 header bytes.
Bytes to send = 2 + 3 = 5;
So if someone will hold the UP key he will send a lot of traffic to server causing lags. And there's another problem, cs2d only will send the !up message when key is pressed and not everytime when it's held, and if it will send everytime when it's held it will send a lot more bytes: 50 frames * 5 bytes per second.
(It depends how cs2d sends player movement data to servers)
Think before you post another pointless suggestion.
edited 1×, last 07.01.13 09:43:44 pm


A Destroyable Obstacle
A tile type which you can shoot through with guns, but destroy it with melee or explosives. i would like that for zombie maps.
A tile type which you can shoot through with guns, but destroy it with melee or explosives. i would like that for zombie maps.
Nice idea, agree with him. +1
Somebody remember deleted tile type - wade?
Bring it back, there is many maps which can using sound of wet dirt
+1 as well, also it would be nice if when you bind a key and a command trough console, the bind doesnt disapear/wipe each time you restart the game.
Is the w33d on the show real?

sys/autoexec.cfg - You can set your custom binds here and they will be always until you remove them from this file.
@mafia_man
lolno
this suggestion is NOT pointless. You still can use it for extra server action.
lolno
this suggestion is NOT pointless. You still can use it for extra server action.
A thousand may fall at your side, ten thousand at your right hand, but it will not come near you. You will only look with your eyes and see the recompense of the wicked. - Psalm 91:7-8 ESV
@
mafia_man: @
Infinite Rain:
The only way to reduce the traffic would be to make it kinda toggle-able
Whenever the key is pressed > toggle on
key is released > toggle back to off
Isnt a very good solution due to possible packet loss (~> extra packets to confirm?) but I'd like to see this feature though
DC won't implement it. Simply.


The only way to reduce the traffic would be to make it kinda toggle-able
Whenever the key is pressed > toggle on
key is released > toggle back to off
Isnt a very good solution due to possible packet loss (~> extra packets to confirm?) but I'd like to see this feature though

DC won't implement it. Simply.