bots are made for standard maps only. they simply don't care about NPCs. they also don't care about turrets. but you could rewrite their Lua script to change that.
Forum
CS2D General Beta 0.1.2.0 Suggestions & Ideasbots are made for standard maps only. they simply don't care about NPCs. they also don't care about turrets. but you could rewrite their Lua script to change that.
DC@
very usefull
you can move the dynwall tile to tile
microphone speacker
camera or videocamera info_camera
what info_camera can do??
1.)first you can trigered them when using start or move or delay and it will show the current position of the camera where you put in editor with no fog in game
2.)like in de_dust it will show you ur primary obkectives and can show you what to do???
map overview in spectating
command that can make somoene into vip if you can because you said its hardcoded
construction mode can have the garrysmode weapon spawner and tool gun
amazing animated hud and background for D
robed has written
camera or videocamera info_camera
what info_camera can do??
1.)first you can trigered them when using start or move or delay and it will show the current position of the camera where you put in editor with no fog in game
2.)like in de_dust it will show you ur primary obkectives and can show you what to do???
what info_camera can do??
1.)first you can trigered them when using start or move or delay and it will show the current position of the camera where you put in editor with no fog in game
2.)like in de_dust it will show you ur primary obkectives and can show you what to do???
1)
Trigger_Move
Name:
Trigger: msg1
Env_Message (This should be it, or Func idk)
Name: msg1
Trigger:
Msg: Player spotted at ...
2)
Trigger_Start
Name:
Trigger: msg2
Env_Message
Name: msg2
Trigger:
Msg: T's must ... Ct's must ...
robed has written
map overview in spectating
That's a pretty good idea, make it like it's on cs1.6: when you're dead, in one of the specmodes, you can see the full map overview, the players (as icons) moving and the bomb, maybe also add dropped weapons/stuff?
You can use the minimap to see the layout, just up to you to move around.
1 {obj_vachile
sprite:?
max speed:?
when u press e on it u cna controlls it }
2 {obj_platform
Start moving: Left, Up, Right, Down
players on this platform move like platform
it can be rotated by trigger_platform_move (
move left, right, up, down
)
it can be teleported by trigger_platform_teleport (
x (tiles), y(tiles)
)
}
edited 1×, last 10.05.11 09:46:41 pm
Yates has written
Would lagg a lot + How are you going to see the whole map? The map would be tiny on your screen.
You can use the minimap to see the layout, just up to you to move around.
You can use the minimap to see the layout, just up to you to move around.
Won't neccesarily lag. And no, the map wouldn't be tiny, you could use the "import map as image" image in a scale of, say, 4:1 or 6:1.
Have you seen how bad that looks!?
customisable npc via lua scripts
An option to make npcs attack only cts/t or other npcs
Changeable weapon names, like sv_weapon "name"
edited 1×, last 10.05.11 11:03:25 pm
Yates has written
@united
Have you seen how bad that looks!?
Have you seen how bad that looks!?
It doesn't look bad, it's not the best either though.
J4x has written
Indeed. Personally I like the last two suggestions most definitely, but the last one would require something that I've described below...I got some ideas too:
customisable npc via lua scripts
An option to make npcs attack only cts/t or other npcs
Changeable weapon names, like sv_weapon "name"
customisable npc via lua scripts
An option to make npcs attack only cts/t or other npcs
Changeable weapon names, like sv_weapon "name"
sv_weapon id "name"
The server command in theory would dynamically change each weapon name by typing in the weapon ID of respective weapon and the name for it. Resetting to the default value for it would be through the command which is shown below.
sv_weapon id ""
To apply the default weapon's name again.
I like the idea and hope some do too.
A CS2D example of how it could look like would be...
sv_weapon 35 "CheyTac Intervention M200"
That would change the AWP into a famous sniper rifle called CheyTac Intervention M200. I mean that would also satisfy the needs of the skinners and players alike. They'll all be happy I'm sure.
J4x has written
I got some ideas too:
customisable npc via lua scripts
An option to make npcs attack only cts/t or other npcs
Changeable weapon names, like sv_weapon "name"
customisable npc via lua scripts
An option to make npcs attack only cts/t or other npcs
Changeable weapon names, like sv_weapon "name"
change the name of the weapon is a good idea, but also a bad idea
Example: if you have already a .txt with all names changes,and replace for another .txt [eg. downloaded gun skin] you lose the others names,..
I think the weapons should have the .txt separate,one by one
weapon_names.cfg has written
Also make sure the server executes the configuration file weapon_names.cfg through the "autoexec.cfg" file that can be found at CS2D's sys folder.sv_weapon 1 "Pistol #1"
sv_weapon 2 "Pistol #2"
sv_weapon 10 "Shotgun #1"
sv_weapon 11 "Shotgun #2"
sv_weapon 2 "Pistol #2"
sv_weapon 10 "Shotgun #1"
sv_weapon 11 "Shotgun #2"
I think you could even put the values straight into autoexec.cfg without any further problems. That's a simple solution for you. As each time CS2D starts up these values are set so each weapon would have dynamically changed names by doing these steps.
Please note: this is only a suggestion that has not yet been implemented, it's just awaiting approval or even disapproval. Hopefully DC could implement this.
KimKat
Awesome Solution
Edit: no,..i dont want DC make 84 .txt files ,i said,
"its an idea/example"
Edit2:
I have question,..can we make skins with "weapon name"?
because,..if we make skin and, the skin have the .cfg , what we gonna do if we replace the cfg. file with the others names?
edited 3×, last 11.05.11 01:43:02 am
EDIT: Just make a backup before downloading any other file.
edited 1×, last 11.05.11 01:44:47 am
itsoxymoron has written
No, what I ment was that generally the weapon name or names that are set by the sv_weapon id "weapon name" command would just make the weapon name appear when you kill a enemy player in CS2D, just like any other. But still it would be possible to display the images for death notices although the original weapon name is replaced dynamically in order to achieve this effect (perhaps the possibility to add custom image death notices for Lua scripted weapons of the customkill I would like that alot). The graphics designed by skinners could just apply the great effect of the weapon being and actually becoming that weapon you're trying to implement. I hope you understand me on that part.I have question,..can we make skins with "weapon name"?
I'll give you some examples...
M4A1 changes it's name to M16 through the above command.
M4A1 weapon graphic is changed to appear as a M16 for CS2D.
The result:
M16 weapon replaces the M4A1 "dynamically" that means it's given some sort of a "nickname" sort of say, it's difficult to explain but hopefully you know what I ment.
KimKat has written
I'll give you some examples...
M4A1 changes it's name to M16 through the above command.
M4A1 weapon graphic is changed to appear as a M16 for CS2D.
The result:
M16 weapon replaces the M4A1 "dynamically" that means it's given some sort of a "nickname" sort of say, it's difficult to explain but hopefully you know what I ment.
itsoxymoron has written
No, what I ment was that generally the weapon name or names that are set by the sv_weapon id "weapon name" command would just make the weapon name appear when you kill a enemy player in CS2D, just like any other. But still it would be possible to display the images for death notices although the original weapon name is replaced dynamically in order to achieve this effect (perhaps the possibility to add custom image death notices for Lua scripted weapons of the customkill I would like that alot). The graphics designed by skinners could just apply the great effect of the weapon being and actually becoming that weapon you're trying to implement. I hope you understand me on that part.I have question,..can we make skins with "weapon name"?
I'll give you some examples...
M4A1 changes it's name to M16 through the above command.
M4A1 weapon graphic is changed to appear as a M16 for CS2D.
The result:
M16 weapon replaces the M4A1 "dynamically" that means it's given some sort of a "nickname" sort of say, it's difficult to explain but hopefully you know what I ment.
Good Bro,..Thx a lot