Forum
CS2D General CS2D Max Suggestions V2I think it should zoom and unzoom right away, not wait for a sec.
Pro has written
I never liked how your enemies can hear you zoom.
Might seem like not a big deal, but it actually is.
Especially in fog of war.
If zooming, the zooming sound of a sniper can also be heard by your enemies, which in a competetive game can pretty much give away your position (they can hear from where the zoom sound comes from, just like they can hear footsteps or shots). It would be good addittion to the game if it would be impossible for your enemies to hear you zoom in and zoom out, because it's pretty annoying and gives your enemy exactly information on if your zoomed on or not.
A 'sniper' is supposed to be skilled marksman that knows how to be stealthy, unseeable (in CS2D that counts as camping in smoke, or behind a tree sprite) and quiet. But currently the "quiet" part doesn't fit, because if you zoom just once your enemy will hear it and probably duck behind cover.
Might seem like not a big deal, but it actually is.
Especially in fog of war.
If zooming, the zooming sound of a sniper can also be heard by your enemies, which in a competetive game can pretty much give away your position (they can hear from where the zoom sound comes from, just like they can hear footsteps or shots). It would be good addittion to the game if it would be impossible for your enemies to hear you zoom in and zoom out, because it's pretty annoying and gives your enemy exactly information on if your zoomed on or not.
A 'sniper' is supposed to be skilled marksman that knows how to be stealthy, unseeable (in CS2D that counts as camping in smoke, or behind a tree sprite) and quiet. But currently the "quiet" part doesn't fit, because if you zoom just once your enemy will hear it and probably duck behind cover.
the sound must prevail, trust me, whitout the sound you would be killed too many times whit scount or AWP, they kill in one hit when zoomed, then the sound is your only hope
noobs would just buy awp and start easily camping and nobody would hear the sounds to kill that noob
Jonzku777 has written
In my opinion, zooming is too slow for example "fast-scoping".
I think it should zoom and unzoom right away, not wait for a sec.
I think it should zoom and unzoom right away, not wait for a sec.
the delays have been added because otherwise sniper weapons would be totally imbalanced.
it makes no sense to undo these changes
chuico123 has written
the sound must prevail, trust me, whitout the sound you would be killed too many times whit scount or AWP, they kill in one hit when zoomed, then the sound is your only hope
noobs would just buy awp and start easily camping and nobody would hear the sounds to kill that noob
Pro has written
I never liked how your enemies can hear you zoom.
Might seem like not a big deal, but it actually is.
Especially in fog of war.
If zooming, the zooming sound of a sniper can also be heard by your enemies, which in a competetive game can pretty much give away your position (they can hear from where the zoom sound comes from, just like they can hear footsteps or shots). It would be good addittion to the game if it would be impossible for your enemies to hear you zoom in and zoom out, because it's pretty annoying and gives your enemy exactly information on if your zoomed on or not.
A 'sniper' is supposed to be skilled marksman that knows how to be stealthy, unseeable (in CS2D that counts as camping in smoke, or behind a tree sprite) and quiet. But currently the "quiet" part doesn't fit, because if you zoom just once your enemy will hear it and probably duck behind cover.
Might seem like not a big deal, but it actually is.
Especially in fog of war.
If zooming, the zooming sound of a sniper can also be heard by your enemies, which in a competetive game can pretty much give away your position (they can hear from where the zoom sound comes from, just like they can hear footsteps or shots). It would be good addittion to the game if it would be impossible for your enemies to hear you zoom in and zoom out, because it's pretty annoying and gives your enemy exactly information on if your zoomed on or not.
A 'sniper' is supposed to be skilled marksman that knows how to be stealthy, unseeable (in CS2D that counts as camping in smoke, or behind a tree sprite) and quiet. But currently the "quiet" part doesn't fit, because if you zoom just once your enemy will hear it and probably duck behind cover.
the sound must prevail, trust me, whitout the sound you would be killed too many times whit scount or AWP, they kill in one hit when zoomed, then the sound is your only hope
noobs would just buy awp and start easily camping and nobody would hear the sounds to kill that noob
Actually without the sound there wouldn't be much difference, but it would make the sniper more "quietlike" and "unpredictable". In the old CS2D versions you could also not hear your enemy zoom, it didn't even give yourself a sound that you zoom, and this gave no trouble whatsoever. But again, in the old CS2D there was no scope.
The sound is not "your only hope" when trying to kill someone with a sniper-rifle. It is a matter of timing when trying to kill one (but it will be too late for you to act if a sniper camps on a good spot and takes you out right when he sees you coming). Regardless of all this, the sound doesn't affect it, it simply gives the sniper DESERVE it's "Sniper" name.
@Jonzku777: The delays are fine how it is. Snipers would be totally overpowered if there were no or little delays, trust me, I have used and I am experienced with all snipers and I know that removing the delays will make me godlike with them, it is fine how it currently is.
horus has written
Perhaps a night-vision for spectators would be helpful, especially in those dark maps and such.
Or highlighting players like your own player.
This goes along with the whole "keep the sniper zoom delay" thing. Notice how in CS Source, when you zoom in it gives you a little gradual zoom in effect? Watch any sniper montage movie and you'll get my idea. Translate that to CS2D.
Would give more sense to the sniper delay, I always thought my mouse was lagging or something.
DC has written
the delays have been added because otherwise sniper weapons would be totally imbalanced.
it makes no sense to undo these changes
Jonzku777 has written
In my opinion, zooming is too slow for example "fast-scoping".
I think it should zoom and unzoom right away, not wait for a sec.
I think it should zoom and unzoom right away, not wait for a sec.
the delays have been added because otherwise sniper weapons would be totally imbalanced.
it makes no sense to undo these changes
id totally choose 100 Dmg with no Scoping lag then scope lag and 150 dmg
Mexican has written
id totally choose 100 Dmg with no Scoping lag then scope lag and 150 dmg
DC has written
the delays have been added because otherwise sniper weapons would be totally imbalanced.
it makes no sense to undo these changes
Jonzku777 has written
In my opinion, zooming is too slow for example "fast-scoping".
I think it should zoom and unzoom right away, not wait for a sec.
I think it should zoom and unzoom right away, not wait for a sec.
the delays have been added because otherwise sniper weapons would be totally imbalanced.
it makes no sense to undo these changes
id totally choose 100 Dmg with no Scoping lag then scope lag and 150 dmg
Lag? Then it's your computer, a computer issue, not CS2D related. CS2D shouldn't be changed just to fit your computer's needs, but your computer should be changed to fit CS2D's needs.
Just because someone has windows 98 with no graphics card or anything else, doesn't mean that CS2D should go back in time to fit in that computer.
But you're totally right. I have a computer on which CS2D doesn't work and I ain't whining either because I can only play for half an hour a day downstairs. (well sometimes I do , but not on a forum.)
for every switch, specially Shield/Pistols switch!
CS2D have to be thinked in 2 ways, for the people
who just want to have a little fun with the game, and
for the people who wants to take it more serious...
DC is doing a great job until now, and I believe
he will not disappoint us!
Pro has written
Lag? Then it's your computer, a computer issue, not CS2D related. CS2D shouldn't be changed just to fit your computer's needs, but your computer should be changed to fit CS2D's needs.
Just because someone has windows 98 with no graphics card or anything else, doesn't mean that CS2D should go back in time to fit in that computer.
Mexican has written
id totally choose 100 Dmg with no Scoping lag then scope lag and 150 dmg
DC has written
the delays have been added because otherwise sniper weapons would be totally imbalanced.
it makes no sense to undo these changes
Jonzku777 has written
In my opinion, zooming is too slow for example "fast-scoping".
I think it should zoom and unzoom right away, not wait for a sec.
I think it should zoom and unzoom right away, not wait for a sec.
the delays have been added because otherwise sniper weapons would be totally imbalanced.
it makes no sense to undo these changes
id totally choose 100 Dmg with no Scoping lag then scope lag and 150 dmg
Lag? Then it's your computer, a computer issue, not CS2D related. CS2D shouldn't be changed just to fit your computer's needs, but your computer should be changed to fit CS2D's needs.
Just because someone has windows 98 with no graphics card or anything else, doesn't mean that CS2D should go back in time to fit in that computer.
i Dont mean lag as in Ping, lag as its original definition.
You cannot scope 2 time fast with and gun, you can only scope once every second.
sys/lua/samples/console.lua
I create a search command that does not require rcon
EuropeGamerz has written
no, create the command with the hook parse require access to rcon.
I create a search command that does not require rcon
I create a search command that does not require rcon
You're only option is to use hook say, hook parse, and hook log together. Here's the concept.
AMX2D
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
init_mod("search") parse_commands = {} function parse_p(t, p) 	 	local cmd = args(t, "cmd, trail") 	cmd.trail = cmd.trail:trim() 	if parse_commands[cmd.cmd] then 		local r = parse_commands[cmd.cmd].fn(cmd.trail, p) 		if not p then p = 0 end 		if not r then return end 		if type r = ="string" then r = {r} end 		for i, v in ipairs(r) do 			print("^AMXPARSE["..parse_commands[cmd.cmd].log..":"..p.."] "..v) 		end 	end end hook_parse_search = parse_p function parse_add(cmd, fn, log_text) 	if cmd and fn and log_text then 		parse_commands.cmd = {fn = fn, log = log_text} 	end end function log_p(text) 	--Form ^AMXPARSE{%a+:%d+} 	local cmd = arg(text, 2) 	if cmd[1]:match("^AMXPARSE{%a+:%d+}") then 		local str = cmd[1]:match("%a+:%d+") 		str = str:split(":") 		local text = str[1]:trim() 		local p = tonumber(str[2]:trim()) 		print("Server Parse: "..text) 		if not player(p, "exists") then msg(text); return end 		msg2(p, text) 		return 1 	end end hook_log_search == log_p --Overriding the default say hook. function hook_say_search(p, t) 	text = args(t, "cmd, trail") 	text.trail = text.trail:trim() 	if text.cmd == "#search" then 		parse_p("search "..text.trail, p) 	end end --This is the function needed to determine the return order. This is needed only for pre-constructed hooks function search_override(old, new) 	if not new then return new end 	return old end patch("hook_say", hook_say_search, true, search_override) function search.search(text, p) 	if p then return "Search Results for "..player(p, "name") end 	return "Search Results for the Server" end function hook_init_search() 	parse_add("search", search.search, "search") end
Since parse does to take a Players parameter, this is the only way to make a context-aware console command.
clients do not even send their console input to the server (that would be rather insane). therefore it is impossible to hook it.
a rather simple but effective solution:
use the chat + hook say. In order to make the chat output invisible to everyone you have to return 1 in the function you hooked.
you could simply specify a prefix which tells your Lua script to parse the message and to return 1 so that the message will not be displayed at all. For example every message which starts with "!".
to execute a command this way you just have to type "say !mycommand" in the console or "!mycommand" in the chat.