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CS2D Scripts Check if a player hit the wall !Check if a player hit the wall !
5 replies 1
1. Place a func_dynwall entity at the location you want the wall. Get the tile coordinates for later.
2. Make a map script like so:
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hit_counter = 0 wall_image = 0 wall_x = 1 -- Tile X coordinates of the wall wall_y = 1 -- Tile Y coordinates of the wall addhook("startround_prespawn","s") function s() 	hit_counter = 0 	wall_image = image("<tile:"..tile(wall_x,wall_y,"frame")..">",wall_x*32,wall_y*32,3) 	imagehitzone(wall_image,102,0,0,32,32) 	-- imagehitzone(wall_image,102,-1,-1,34,34) -- if the previous imagehitzone function doesn't quite work end addhook("hitzone","h") function h(iid) 	if iid == wall_image then 		hit_counter = hit_counter + 1 		if hit_counter == 2 then 			parse("triggerposition "..wall_x.." "..wall_y) 			freeimage(wall_image) 			wall_image = 0 		end 	end end
edited 2×, last 09.05.18 12:02:43 am
Although, I got a distinct idea. We'll be about using attack and checking the range of the weapon player is holding. Whenever the player will shot, we will create an invisible line that will check if there is a wall until the range of the weapon could reach. But here comes another question after that, which is every weapon in CS2D does have a range value? Well, the guns and rifles probably should have but I have no idea about the rest which are grenades, melee things, etc. Hence we also need to bring the grenades that could hit more than one wall at the same time (since they are hitting to things in an area of the circle) into the idea.
So good luck you who is going to deal with it
So you check both angles - the moment the player throws the nade attack and the moment the moment the nade lands projectile.
The problem is that the damage to the wall will be applied when the nade lands; not when it hits the wall!
So its not possible practicaly.
You do know the player´s cursor position while he throws the nade theoreticly and then... good luck with that
Do you need a script for every wall? I dont think so.
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