Ecto has written
hey DC please reply to my following reply
i got some good uptades... maybe you should make a
better default splash page or a new pointer
and something in game to show that "this is cs2d!!!"
so mabye you should work on a HD mode?? i think it would be brilliant or mabye some new game modes like "city life mode" or "destroy the base mode " or something mabye make some new weopons to make the game special cs2d does realy need some more melee weopons and judging by that you should make tutorials on how to make a script so there will be more servers ( probibly more ppl knowing how to make a server) will be on so cs2d day by day will be famous and ppl will increase and also mabye you should make better gfx's and graphics
thank you
New splash = No, because this splash is the same as CS 1.6
New pointer = Maybe, i don't know.
HD mod = no way
Tutorial of scripting = learn by yourself
New game modes = can be made in lua I think NPC needs to be improved because sometimes they freeze and I don't know why.
NPC's movement also need to be improved because they move from 1 block to another which is quite slow and also add more types of NPCs such as NPCs that uses vehicles, NPCs that carry rocket launchers and even NPCs that throw explosives.(HE grenades, Molotov cocktails, Gas grenades) That would be awesome.
Anything related to skins can be downloaded from this website anyway. So why need to change into a new pointer when you can download one? I think game must have three new triggers:
trigger_random - this trigger randomly activated two or more functions.
trigger_few - You must activate this trigger few times to start his work.
trigger_remove - this trigger remove entity from map (he stop trigger_delay). It can be usable for endless explosions on deathrun maps.
P.S. Soon I`ll release maps to show work of trigger_random and trigger_few Fiz User Offline
@Fapicon
Trigger_Remove is basically the same as trigger_once.
Trigger_$use
Same as _use, except it costs the allotted money the map maker has put in the entity, in order to use the trigger_$use.
Trigger_Random - A lot of players have been waiting for that for ages.
func_message - But with a 'delay before appearance' option and a 'times message is repeated' option, and a 'delay between repetition' option. I know this can all be done via other entity's being envolved, but this would keep simplicity, just having it all on 1 entity. Of course, all these options can be turned off with a |X button, so it wouldn't fuck up old maps. Fiz has written
@Fapicon
Trigger_Remove is basically the same as trigger_once.
No, trigger once is used to triger an entitie once, you cannot use it to stop an entity, because you just triggered it again
Fiz has written
func_message - But with a 'delay before appearance' option and a 'times message is repeated' option, and a 'delay between repetition' option. I know this can all be done via other entity's being envolved, but this would keep simplicity, just having it all on 1 entity. Of course, all these options can be turned off with a
|
X button, so it wouldn't fuck up old maps.
4 entities. Not that hard eh?
Trigger_Start
Name:
Trigger: d1
Trigger_Delay
Name: d1
Trigger: d2, m1
Trigger_Delay
Name: d2
Trigger: d1, m1
Func_Message
Name: m1
Trigger:
I think you can even do it with 3. The delay should trigger its self every time.
Should work. 1.New weapons e.g. Grav gun, crowbar, baseball, shock stick(meele and gives shock)
2.more npc's e.g.civilian, l4d zombies, your side soldier and make there damage dealing costumisable(like hp)
3.game mode:zombie defence(fills map with zombie npc's)
4.sniper upgrades(like they can scroll the screen when aiming)because now snipers aren't wery tactical
5.objects explosive barrel 8balldandy has written
1.New weapons e.g. Grav gun, crowbar, baseball, shock stick(meele and gives shock)
2.more npc's e.g.civilian, l4d zombies, your side soldier and make there damage dealing costumisable(like hp)
3.game mode:zombie defence(fills map with zombie npc's)
4.sniper upgrades(like they can scroll the screen when aiming)because now snipers aren't wery tactical
5.objects explosive barrel
If you read through DC's post he clearly specified he won't be making any of those. united has written
8balldandy has written
1.New weapons e.g. Grav gun, crowbar, baseball, shock stick(meele and gives shock)
2.more npc's e.g.civilian, l4d zombies, your side soldier and make there damage dealing costumisable(like hp)
3.game mode:zombie defence(fills map with zombie npc's)
4.sniper upgrades(like they can scroll the screen when aiming)because now snipers aren't wery tactical
5.objects explosive barrel
If you read through DC's post he clearly specified he won't be making any of those.
aka no fun stuff, so what will be made? A new pixel? And an achievement system would be nice edited 1×, last 06.07.11 01:13:11 am
8balldandy has written
united has written
8balldandy has written
1.New weapons e.g. Grav gun, crowbar, baseball, shock stick(meele and gives shock)
2.more npc's e.g.civilian, l4d zombies, your side soldier and make there damage dealing costumisable(like hp)
3.game mode:zombie defence(fills map with zombie npc's)
4.sniper upgrades(like they can scroll the screen when aiming)because now snipers aren't wery tactical
5.objects explosive barrel
If you read through DC's post he clearly specified he won't be making any of those.
aka no fun stuff, so what will be made? A new pixel? And an achievement system would be nice
LAGER, 'no fun stuff' is because it's supposed to be a 2d version of the 3d game so it won't have many more things than the 3d one plus there are more important things, at least in my opinion, that should be taken care of before the fun stuff for kids. oh... Ok I see, but this site isin't for kids Admin/mod comment
stupid mass quoting removed Well people might say this or that, but I think this should be implemented:
All of the strings are replaced by their respective counterparts from a "language" file that resides in the root directory of CS2D. If no language file is found, then no string in the game is replaced.
That way CS2D's internal strings for greeting messages/weapon names/information screen texts can be replaced with either the right language for people who don't speak English (if they choose to make a replacement language file), or can replace the weapon names with anything they want for complete modability.
>_>
Actually, even better make it so that each weapon in the weapons folder of gfx and sfx does not use names like "m4a1_m" but "23_m", and then there would be a file in that same directory with the graphics of the weapon with a "23_string.txt" file for example, and inside that text file would be the weapon's name and description in seperate lines.
If no text files are found for that weapon, no string is replaced, and CS2D behaves as normal.
I reckon the second idea that I posted there has a better modability function, as a language file that has all of the strings (including weapon names) would have to be edited by the end user to complete the modifcation for just one weapon, wheras with the second idea that I have, that the weapon names are stored seperately, that all the end user has to do is to extract and overwrite the files to the correct directory.
Personally I'd love that. Though it's full of them. Admin/mod comment
stupid mass quoting removed is there a adult here guys? Admin/mod comment
stupid mass quoting removed Uhhh yes... 30% are immature 30% are mature and 40% are kids half of them are immature like me Admin/mod comment
stupid mass quoting removed How about you morons stop quoting posts that are directly above yours and already have HUGE quotes? DannyDeth has written
How about you morons stop quoting posts that are directly above yours and already have HUGE quotes?
So true... GUYS GUYS GUYS... cs2d needs a better speedhack detector each server i go has got a speedhacker CY Reviewer Offline
Sometimes it kicks someone who is innocent or lagging.. I want the old option
"Banipusgn" (as possible on the rcon-listplayers)
Because i only see
"banip"
"banusgn"
"banname" Fiz User Offline
In map editor, to be able to 'select', (with a drag-able box) a certain area, (eg: entity's, tiles, depending which option you have selected), then being able to copy that selected area of entities (for example) and paste them on another map, or another location on the same map. It won't require much work to code in CS2D (as far as I know) and it would be an extremely helpful tool, especially in symetric maps, where you could perhaps rotate the copied area, to paste as the other side of the symetric map.
A bit like the 'select' tool in MCedit, from Minecraft (went on it a couple of times).