btw, it would be really helpful if you can have the player function, when called with nil parameters to return a table with it's key being the ID of the players and containing tables with all of the properties of that specific player. This would make it much easier to map out the properties of each player and would be more intuitive.
IE:
player()[1].Health
or
for id, v in pairs(player()) do
for k, v in pairs(v) do print(k..tostring(v)) end
end
Perhaps an option where you could upload your own music/sound files that plays when you start CS2D (after the UnrealSoftware logo intro & the fuck cheaters message). It's pretty boring staring at the menu or looking for a server without any music playing.. You could put your own music files somewhere in a folder in the CS2D folder and it would play at the menu screen of CS2D, just like the "startupmusic" plays of CS 1.6.
lol, it's probably easier just to run iTunes or whatever while your playing CS2D.
but wouldnt that make it laggy when u play? well my comp is a piece of crap so im always laggy, but just saying unless u have a good comp running other programs could make you lag in cs2d
Perhaps the same startup music of CS 1.6?
Or DC's own "remix" of that startup music.
Aslong as it flavours our ears while we search for a server or when using the built-in map editor. Afcourse you'd have the option to turn it off, or switch the music with your owns.
Sure iTunes, but not everybody in the world has great computers. A built-in tune for CS2D would make it less laggy then by using CS2D + iTunes or any other music program.
and besides, listening to something while making a map might encourage you to go on, instead of listening nothing.
But this tune has got to be neutral, as in not being in one of the categories, but simply a neutral tune that can be used for everything.
Here's one, and i've checked, it hasnt been mentioned before.
How about a proper clan system in CS2D? You know, where you can see if fellow clan members are online etc., possibly join the same game as them. There could, also be ranks in the clan etc. etc. etc.
I'm Not sure if this has already been sugessted but here goes:
I think some new items buyable or not(your chose DC) should be put in:
weapon_smallc4 :
A small "anywere" plantable c4 charge that after planting u must use "e" on it and choose a time (ex: 10sec 20sec or 30sec). If it were a step-exploed it would be a stupid camper weap. Max holding 1. If buyable only t's obviosuly.
item_throwablebandage :
This would be for a kind of medic to help partners and ur self. once goten it can be thrown to activate it so only teamates can get it. max holding 3. If buyable both teams.
I think they sound cool...
EDIT: MORE:
Buy Menu:
Change the handguns to sidearms.
weapon_mp5k :
This would be added to the new sidearms panel. A good damage for it would be about eight or nine. put its rps(rounds per second) sligtly lower than the mp5. Its cost sould be higer than the mac10 and tmp but lower than the ump45. If buyable both teams.
EDIT: M4a1 and FAMAS
Ok in real life the FAMAS is better than the M4a1. I was just wondering if u would switch around the roles. i like the famas more than the m4a1 but im forced to used the m4a1 because its stronger but not in real life. Sorry if this has already been sugested. If u think this will cause confustion then anouce it in the changelog. and in the news or whatever. But remember DC its all ur choose. Ur in charge.
Yeah ehhhhh.
Since 0104, M4A1 and AK-47 have been the widely known weapons to be the "best"
In real life I think the M4A1 SHOULD be better than the Famas.
Would it really matter how strong the weapons are in real life? Dead is dead, there's no such thing as having a weapon that can make a person more dead than they already are. And if a person is sprayed by either weapon, it wouldn't matter how much stronger one is over the other.
What about adding a wall/obstacle function for the Env_Sprite? It would make mapping a lot easier. + you can make a sprite that follows a path, route, which stops at end if the path is not looped.
What about adding a wall/obstacle function for the Env_Sprite?It would make mapping a lot easier. + you can make a sprite that follows a path, route, which stops at end if the path is not looped.
Thanks in advance.
Awesome idea MiroslavR, because I've been trying to get things to workout with my CS2D map which is oldruins by the way. I still need that little extra from the env_sprite entity I'm talking about the wall/obstacle function that MiroslavR brought up.
In suggestion; the wall/obstacle function shall optional from the inside of the Properties of the entity env_sprite in a "on/off tick box" of the env_sprite entity itself, which will enable it's function and being able to stop player from moving through the sprite as the wall function or the obstacle function but in a sprite perspective. I personally like that idea alot and it would make the mapping much more fun.
What about adding a wall/obstacle function for the Env_Sprite? It would make mapping a lot easier. + you can make a sprite that follows a path, route, which stops at end if the path is not looped.
Thanks in advance.
you can do that anyway now? env_sprite, load a sprite, put in anywhere in the map, and make an invisible wall / obstacle where the sprite are placed..
IDEA:
what about a Rotate wall / object button in the editor?