@ Mora: I'd say no to that. Otherwise, all the items would be affected where M4A1 would have 0 spare ammo when equipped and that's just one example.
What I'd do is that create another parameter for both equip and strip which if it is true (or 1), then the equipped or stripped item would be pretended as more like a magazine that is added up to (or removed from) the player's spare ammo instead of fully refilling (or destroying) it.
I think addbind should return a little more helpful values that tell precisely what happened during the process. For example, at the moment, it returns false for both of the two possible errors.
My suggestion the return values should be:
0 if it was successful.
1 if an invalid key name was passed.
2 if the passed key is already bonded.
Add a sprite mode in the map editor:
O Higher than obstacles or O Covering obstacles
^ this actually would allow us to place images over obstacles as non "Sprite covers pl", because right now dyn_wall with obstacle setting is coveringsprites and not coveringplayers.
"Sprite covers pl" is also bad thing in this way, it lead to such bad effect:
So with this thingy we could have smth like "tables"?
Ye, but if you have more tiles that supported to have stuff on it? You will need to draw different tiles and huge amount of random stuff on them, like if you having "key" items and special usable sprites that will be removed after some time or anything more(documents, keys, others), or just large amount of items that meant to be different placed in different rooms of ur map? I mean not "some" but "many" sprites that you have to place and they wont have such amount just because there is tiles limits.
Considering that 3D tiles are in the form of a cube, I suggest changing the properties of the walls as 3D cubes: add a separate top texture and texture of the side. In addition, fix the mirroring of textures on different sides of the cube.
As an example of this, this screenshot of my card, in particular, please pay attention to the green boxes,
as you can see, the textures of the side faces differ from the texture of the top of the tile (I did this by adding a separate image above the tile.)
But also on these boxes you can see the problem that needs to be fixed - the side faces of the cube have the same texture, but it is rotated on different faces in different ways. This cannot be solved in the editor by the tile or 3D tile settings.
Continuing to develop this idea and taking into account the penetration of bullets into the walls (as visual — holes in the wall), it is necessary to add a perspective drawing of bullet holes in the wall. I also suggest trying to modify the characters visible in the future.
In addition, make the shadow of the wall / obstacle / dynamic wall / .... based on the transparency of the tile pixels in the tileset. Also make the shadow of characters and game objects based on the transparency of the skin's pixels.
@ Mora: However, there is something else that we need to take into account. The footstep sounds are randomized by up to 4 sounds for each type. Adding more sounds into the action, and keeping them similar to each other as much as possible makes it even more natural and realistic.
If you ask me, I'd like to add a couple of more options to the feature you suggest, where you are able to simply choose more than one sound, so it won't sound a bit off to our ears.
UI: Will only show the shortened file name, on mouse hover will show the entire link, on mouse click will open a modification window (which will appear on first click as well.
The window will allow selection of a sound file (like a part 1 in a RAR, and a max step ids) it will not go below the loaded file, only over.
Behind the scenes:
File format:
1 2
fileName<fileNumber>.fileExtension
walk1.ogg
There should be a fallback effect to when the script kiddies failed to add a proper step sound, the window shouldn't allow saving the entity unless all files described are correctly defined.
Yes i know but what if i have alot of tiles with different sounds? Or okay, at least:
Dirt tile and Sand tile.
I have to replace the Dirt one to the sand one?
Well, but what about dirt tile? Replace others? But i also need in Tile sound and Wood. Or if i have kinda plastic thingy, or whatsoever.
I wanna make accent on better gfx and sfx but im not allowed to do so.
(Yes i can do it with lua, but due to the pings players would have delays, or insane playing sound at one moment.)
Game-sided things working perfect than coded things, if somebody is not available for good ping(by good i mean like 20-40))
@ DC:
Please add the following things to next version:
Change ownership of a building while it is "alive"
Possibility to give ownership of a single building to multiple players
Possibility to disable explosion after destroying buildings (turrets, dispensers...)
This sound is gonna be transfer same as other items on map(sounds, images).
Need add custom effects too - like for footprints on the grass, dust from footsteps on sand dunes, croaking footsteps on dirt swamp, fluorescent footsteps near ocean, slippery ice tiles, and so on.
Even though it's possible to simulate this without it being a feature, I still think it's needed.
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Being able to tag objects, similar to how Minecraft does it. The tag would be the same thing the weapons have when you place your mouse over them.
It would help with custom items, in-game hints, ETC..
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HUD Text 3, allows to place the HUD Text on the map.
Actually just add a boolean value at the end of the existing HUD Texts which will define if the given coords are screen coords or map coords.
EDIT:
itemtype needs "exist" to return boolean if the item type id exists
EDIT:
(R) tag should be used like quote:
(R)gfx/folder with space/image.png(R)
for backwards compatibility if no closing (R) is specified it will just work as it does now (stop at space)
also
a way to create an image using a player's avatar
image(<steamavatar:STEAM_ID>, ...)
will create an image using the steam avatar from the steam_id given
it will use the LOCAL steam avatar cache in the LOCAL player (not the server since it will most likely not have any cache of that sort)
when the image is missing, maybe add a parameter for missing images that will display a default missing image image
"path"
x
y
mode
[player] (optional)
[errorImage] (optional) -- will show when the path fails to show an image for some reason