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

Mami Tomoe
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@user Masea: I'll just take the quick approach of using a timer of 1 millisecond and some quick calculations for now.

Though, a cs2d lua hook disconnect should be fairly easy to implement and I would find great use in that for reliability.


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:
cs2d lua hook voice
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

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

Elfing
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user Mami Tomoe has written
cs2d lua hook voice
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.

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

Mami Tomoe
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@user Marcell: You can control the attempt perhaps, though that could be hacked.

EDIT:
Another benefit of having a cs2d lua hook 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:
cs2d cmd equip to have ammoin and ammo parameters.
I really need that!
edited 3×, last 05.04.21 07:31:36 pm

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

Mami Tomoe
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Another feature would be to return tables in the cs2d_hook:spawn, like this:

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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

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.

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

NanuPlayer
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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
edited 1×, last 20.05.21 10:40:15 pm

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

MikuAuahDark
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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 cs2d cmd mp_luaserver is executed)

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

Mami Tomoe
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Add request ID parameter for the cs2d lua hook clientdata hook.

Return request ID from the cs2d lua cmd 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 cs2d lua hook parse hook.
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

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

mrc
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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.

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

Mami Tomoe
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Maybe a reason parameter for the cs2d lua hook 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 cs2d cmd 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:
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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:
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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:
cs2d lua cmd 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 -
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cs2dlua:gamemsg(1, 4) -> host a new multiplayer game or play offline with bots
BR User -
1
cs2dlua:gamemsg(1, 4) -> Criar servidor online multiplayer ou jogar contra bots
edited 4×, last 18.06.21 01:59:47 pm

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

Mami Tomoe
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Another parameter to the cs2d lua hook team hook, signaling why the team was changed.

> Manual (client requested)
> Lua (server requested)
> Game (cs2d cmd mp_autoteambalance)


EDIT:
cs2d lua cmd inentityzone should return the entity (
TX, TY
position) that the position is in, instead of
true
.


EDIT:
The cs2d lua hook 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.
edited 3×, last 30.06.21 03:04:05 pm

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

DC
Admin On Online

Quote
@user Mami Tomoe:
cs2d lua cmd inentityzone:
I try not to do any changes which can break existing scripts. Therefore I won't change return values of commands like cs2d lua cmd 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.

cs2d lua hook 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 cs2d lua cmd hascloseplayers (very fast) with a big enough radius and if this is true follow with a cs2d lua cmd 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 (cs2d lua cmd closeplayers) is only called when needed.
edited 1×, last 02.07.21 12:02:14 am
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