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CS2D General Ideas for CS2D - READ THE FIRST POST (OP)!pointer spec mod (10)
Not that this is very hard to code but an actual implementation would be much better. If there was one, it would be much reliable, fast and less resource intensive.
This applies to most of the suggested things here, a lua implementation is not always the best.
That's why lua was implemented, to allow making these things without actually having to modify the game.
Then you might say "so why doesn't everyone just do everything in lua if it's such a bother to do all these things with BlitzMax", well that's because some things need nasty workarounds to be done in lua. When such a situation arises, that's when it's good to ask for something like that to be implemented in the game.
Now ask yourself if this is really something that is hard to implement via lua.
_Yank has written
Not that this is very hard to code
I guess it isn't. So if someone wants it done, he should go and do it instead of asking it here.
TL;DR If it's hard to do with lua and it'll be useful, it's a good idea to make it for CS2D. If not, do it with lua.
As it is now:
When it's semi-auto: it sounds like a burst mode.
When it's a burst mode: it sounds like a burst mode.
Btw the standard glock's firing sounds terrible when someone walking with it and simply HOLD the attack button(oohh )
If i'll change it's sound for better one i'll have only semi-auto nice sound. But when it's a burst mode it also sounds like semi-auto(like a weapon shooting one round instead of three).
And if i leave this standard one: it sounds terrible for semi-auto and .. not so nice but okay for a burst mode.
I hope you get the point, DC, i think it wouldn't be so hard.
While game continues, Lua script(or CS2D gamecode) writes to a text file on hook "always" all changes with its fixation on time.
Such as players coordinates, its angle of rotation, chosen weapon, duration of active clamping keys(like attack,reload,use,... so on), type of movement, chat messages and so on.
At next restart this map for player will be offered a choice - to play replay or play normal game.
If he chooses to play replay - then server switch players team to spectator, start for reading of text replay file, so server is filled with bots with same number players (with a selection of identical skins, showing same ping and renaming bots) and then by timer bots will move, rotate, attack and so on.
I think it is simple idea and it can be easy implement to standart game as lua script or as CS2D gamecode.
Same way you can add some features in it like rewind or pause.
When you replaces scout fire sounds with high volume sound,it plays louder.(silenced guns especially for usp are not even you replaces it to louder sounds.)
When you step on it(and u supposed to) you can change the tile via console(settile) and this tile would become to a normal one. It would work like a bushes but i can go through them(but no see).
edited 1×, last 17.11.16 09:17:56 am
edited 2×, last 19.11.16 10:21:47 pm
Quote
LIST OF THINGS THAT ARE FORBIDDEN TO SUGGEST:
[...]
Voice chat (we've been over this...)
[...]
[...]
Voice chat (we've been over this...)
[...]
No. Why? Because there are 3rd party voice chat services which do a much better job than a built in one ever could.
stop the gen_weather effects for the player who is in env_room
Therefore, I see no reason to add this idea. Although, who cares in my opinion. eh..