Ideas for CS2D - READ THE FIRST POST (OP)!
3,231 replies @
Masea: I'll just take the quick approach of using a timer of 1 millisecond and some quick calculations for now.
Though, a
disconnect should be fairly easy to implement and I would find great use in that for reliability.
EDIT:
Change
Increase the gap between names too, it seems they overlap each other.
EDIT:
Ability to remove and/or change the player name character limit (server config).
EDIT:
voice
Parameters:
p - player attempting to voice chat
Returning 1 will not allow the player to use the voice chat.

Though, a

EDIT:
Change
*dead*
to *DEAD*
on the voice chat bubble so it fits with the text chat.Increase the gap between names too, it seems they overlap each other.
EDIT:
Ability to remove and/or change the player name character limit (server config).
EDIT:

Parameters:
p - player attempting to voice chat
Returning 1 will not allow the player to use the voice chat.
edited 5×, last 09.03.21 06:42:10 pm
It's hard being the best girl in the whole entire world


Parameters:
p - player attempting to voice chat
Returning 1 will not allow the player to use the voice chat.
This. We need some way to mute specific players rather than disabling voice chat altogether. This should have been implemented along with the VC feature anyways.
@
Elfing:
As far as I know voice is completely client sided so you cannot really control that. At least not like this.

As far as I know voice is completely client sided so you cannot really control that. At least not like this.
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@
Marcell: You can control the attempt perhaps, though that could be hacked.
EDIT:
Another benefit of having a
disconnect is that we will be able to execute Lua after the player left and the player ID is no longer used.
That'll allow better management of bots that rely on player count.
EDIT:
equip to have ammoin and ammo parameters.
I really need that!

EDIT:
Another benefit of having a

That'll allow better management of bots that rely on player count.
EDIT:

I really need that!
edited 3×, last 05.04.21 07:31:36 pm
It's hard being the best girl in the whole entire world
@
Mami Tomoe:
use
equip and then
setammo to equip a weapon and set ammo values of that weapon directly afterwards. I didn't test it but it should work in theory.

use


Another feature would be to return tables in the cs2d_hook:spawn, like this:
This is so we can return items with ammoin and ammo set, to not need timers in spawn hook for things.
Also, perhaps add a forth variable (boolean) that when set to true will also setweapon.
Code:
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function spawn_hook(_)
return { 1, 4, 4 }, { 2, 6, 2 }
end
function spawn_hook(_)
return '1;4;4,2;6;2'
end
function spawn_hook(_)
return '1,4,4', '2,6,2'
end
return { 1, 4, 4 }, { 2, 6, 2 }
end
function spawn_hook(_)
return '1;4;4,2;6;2'
end
function spawn_hook(_)
return '1,4,4', '2,6,2'
end
This is so we can return items with ammoin and ammo set, to not need timers in spawn hook for things.
Also, perhaps add a forth variable (boolean) that when set to true will also setweapon.
It's hard being the best girl in the whole entire world
https://www.unrealsoftware.de/forum_posts.php?post=417222&start=0#post417234
Regarding this, could you add option to disable random spray pattern or synchronize the same pattern for everyone?
Regarding this, could you add option to disable random spray pattern or synchronize the same pattern for everyone?
@
Hajt: This is already implemented. There is synced seed that is used to randomize bullets. Use recoil mode.

these features we really need it to be added to cs2d
1 : New npc's
like barney and scientist and alien grunt and combine when you press E on barney he follow you when you press E on scientist he follow you if you was damaged he give u hp and combine and alien grunt attack you when they see you just like vortigause and soldier
2 : Zombie skins
when you play game mode zombie you can choose zombie skin like CT and T you can choose your skin
3 : HD skins
there is HD skins already but its not HD that much we want it more HD
4 : Switch weapon animation
why in cs2d mobile there is switch weapon animation and in cs2d PC there is no switch weapon animation? thats not cool
5 : New buildings
we really need new buildings like Door or Camera buildings to be honest im bored of old buildings to be honest
6 : Fix samples scripts
samples script is full of bugs like cars and space to run and classes cars is not working and when you choose class in classes you die and space to run when you are spectator screen shake when you press space if you want to change player you are spectating
7 : Fix mute chat
when you mute someone and he type something you still can see it its bug
8 : New guns
and its really good idea if DC add new guns to cs2d like HL1 guns or HL2 like crossbow and snark and gluon gun and SPAS-12 and Tau cannon AR3 and MP5 and MP7
these features will make game awesome and more realistic and will make game grow up
Thx for your time
check my comment pls
1 : New npc's
like barney and scientist and alien grunt and combine when you press E on barney he follow you when you press E on scientist he follow you if you was damaged he give u hp and combine and alien grunt attack you when they see you just like vortigause and soldier
2 : Zombie skins
when you play game mode zombie you can choose zombie skin like CT and T you can choose your skin
3 : HD skins
there is HD skins already but its not HD that much we want it more HD
4 : Switch weapon animation
why in cs2d mobile there is switch weapon animation and in cs2d PC there is no switch weapon animation? thats not cool
5 : New buildings
we really need new buildings like Door or Camera buildings to be honest im bored of old buildings to be honest
6 : Fix samples scripts
samples script is full of bugs like cars and space to run and classes cars is not working and when you choose class in classes you die and space to run when you are spectator screen shake when you press space if you want to change player you are spectating
7 : Fix mute chat
when you mute someone and he type something you still can see it its bug
8 : New guns
and its really good idea if DC add new guns to cs2d like HL1 guns or HL2 like crossbow and snark and gluon gun and SPAS-12 and Tau cannon AR3 and MP5 and MP7
these features will make game awesome and more realistic and will make game grow up
Thx for your time
check my comment pls
edited 1×, last 20.05.21 10:40:15 pm
Bad Life
An option to omit the file transfer logging (when a file is sent to a player).
logtransfer
0 - Disabled
1 - Enabled (default)
EDIT:
We should probably have an assistant parameter in the
customkill command.
That would be nice...

0 - Disabled
1 - Enabled (default)
EDIT:
We should probably have an assistant parameter in the

That would be nice...
edited 1×, last 26.05.21 12:22:20 pm
It's hard being the best girl in the whole entire world
sv_utf8 0/1 command
If it's enabled, it effectively turn every text aspect of the server to UTF-8 aware. Not sure if this is trivial to do for the client however. If it's disable, it revert back to Windows-1252 encoding.
Can only be set on server startup (either server.cfg or after script pointed by
mp_luaserver is executed)
If it's enabled, it effectively turn every text aspect of the server to UTF-8 aware. Not sure if this is trivial to do for the client however. If it's disable, it revert back to Windows-1252 encoding.
Can only be set on server startup (either server.cfg or after script pointed by



Add recipient ID in
voice hook.
This is necessary so that the voice chat is not on the whole map or the team voice chat.

This is necessary so that the voice chat is not on the whole map or the team voice chat.
S.T.A.L.K.E.R. RP - https://discord.gg/wQUEKSB
Add request ID parameter for the
clientdata hook.
Return request ID from the
reqcld function.
This is so we can trace what kind of data we're actually receiving.
This is useful for mode 4 specifically, which means it's also possible to add another parameter for the hook with the path instead.
EDIT:
Stop-at-semicolon parameter for the
parse hook.
Currently it's not possible to know how a command was parsed (if the semicolons are part of the string or not).

Return request ID from the

This is so we can trace what kind of data we're actually receiving.
This is useful for mode 4 specifically, which means it's also possible to add another parameter for the hook with the path instead.
EDIT:
Stop-at-semicolon parameter for the

Currently it's not possible to know how a command was parsed (if the semicolons are part of the string or not).
edited 1×, last 28.05.21 10:32:09 am
It's hard being the best girl in the whole entire world
@
Gaios: That does not work for mode 4, as it doesn't actually know which file is being requested.

It's hard being the best girl in the whole entire world
I would like to suggest an option or command to cap FPS limit to 59 so we can play with V-Sync without mouse input lag. Yes, setting 1 FPS below the monitor Hz allow us to play without input lag plus no screen tearing.
Maybe a reason parameter for the
join specifying how the player joined.
Server list
Quick play
This if possible
Friends list
Direct connection
Miscellaneous
Would be good for statistics.
EDIT:
I don't know why, but it's not possible to specify a team on the
mp_buymenu console command.
That honestly renders the entire command useless (IMO).
There should be a way to specify the team for each weapon, such as:
The
But more importantly, is this:
This would let us choose a team per item, similar to the way M4A1 and AK-47 work.
But if that's too much work, the suggestion above could assist in reaching a similar outcome in most cases.
Also, being able to separate items using a symbol such as
EDIT:
gamemsg
Parameters: msgID, playerID
Will return the game message string using the given player's language configuration.
If no player is given (or exists), the server's configuration will be used instead.
Examples:
EN User -
BR User -







Would be good for statistics.
EDIT:
I don't know why, but it's not possible to specify a team on the

That honestly renders the entire command useless (IMO).
There should be a way to specify the team for each weapon, such as:
Code:
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mp_buymenu "_|_|_|_|_|45"
The
_
will signal the default CS2D listing for that group, and the last entry will set 45 as the only entry (just as an example).But more importantly, is this:
Code:
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mp_buymenu "_|_|_|_|_|t45,ct82"
This would let us choose a team per item, similar to the way M4A1 and AK-47 work.
But if that's too much work, the suggestion above could assist in reaching a similar outcome in most cases.
Also, being able to separate items using a symbol such as
\
or ¦
would be nice.EDIT:

Parameters: msgID, playerID
Will return the game message string using the given player's language configuration.
If no player is given (or exists), the server's configuration will be used instead.
Examples:
EN User -
Code:
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cs2dlua:gamemsg(1, 4) -> host a new multiplayer game or play offline with bots
BR User -
Code:
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cs2dlua:gamemsg(1, 4) -> Criar servidor online multiplayer ou jogar contra bots
edited 4×, last 18.06.21 01:59:47 pm
It's hard being the best girl in the whole entire world
Another parameter to the
team hook, signaling why the team was changed.
Manual (client requested)
Lua (server requested)
Game (
mp_autoteambalance)
EDIT:
inentityzone should return the entity (
EDIT:
The
turretscan hook should have a parameter containing all the players in range to the turret.
That is because, it would otherwise be much more difficult to do that efficiently through Lua, and without it, there's not much use for the hook, in terms of adding logic.
I would suggest a table of player IDs, or a CSV string with the player IDs.





EDIT:

TX, TY
position) that the position is in, instead of true
.EDIT:
The

That is because, it would otherwise be much more difficult to do that efficiently through Lua, and without it, there's not much use for the hook, in terms of adding logic.
I would suggest a table of player IDs, or a CSV string with the player IDs.
edited 3×, last 30.06.21 03:04:05 pm
It's hard being the best girl in the whole entire world
@
Mami Tomoe:
inentityzone:
I try not to do any changes which can break existing scripts. Therefore I won't change return values of commands like
inentityzone. Also in this particular case returning the entity position is not possible without doing extra work because CS2D uses a cache array and does not know the position of the related entity. Actually finding the related entity would kind of kill the benefits of all the logic behind this method. Furthermore it could be multiple entities and not just one.
turretscan:
Passing complex data from CS2D to Lua causes quite some overhead. Same for strings in general. This is especially bad for hooks which are called often like this one. Therefore it wouldn't be a good idea to do that. Moreover turretscan is actually triggered BEFORE scanning the environment. That's because it would be dumb to scan if you actually want to change the behavior to manually attack a specific player anyway.
The workaround would be to use
hascloseplayers (very fast) with a big enough radius and if this is true follow with a
closeplayers (with the same radius) to get the actual list. Afterwards filter out the players which are not within the actual range (because I think the actual range of a turret is one screen size maybe with a free pixels extra. it's not a circular radius). This isn't super beautiful but it should be good for performance because the more expensive function which returns a list (
closeplayers) is only called when needed.


I try not to do any changes which can break existing scripts. Therefore I won't change return values of commands like


Passing complex data from CS2D to Lua causes quite some overhead. Same for strings in general. This is especially bad for hooks which are called often like this one. Therefore it wouldn't be a good idea to do that. Moreover turretscan is actually triggered BEFORE scanning the environment. That's because it would be dumb to scan if you actually want to change the behavior to manually attack a specific player anyway.
The workaround would be to use



edited 1×, last 02.07.21 12:02:14 am