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Accurator: Map change with timer is even a feature of CS2D. It's a simple setting. Just set it to the value you want (in minutes). You don't have to script anything or to use entities:
mp_timelimit (of course it's another story if you want to force a map change just for a single map but that works as well as
Accurator just showed) itemtype(id, "weight"), it could be use to make a anti-speedhack with the actual weapons weights instead of a unofficial list of weights in Lua. Agree with Starkkz' suggestion, and also
Minimaps should be updated when DynWalls are triggered or breakable walls are removed. @
Starkkz:
Won't help you creating an anti speedhack. But I do agree that this option will be useful.
This.
Infinite Rain has written
But I do agree that this option will be useful.
No.
All an anti-speedhack needs is some dedicated configuration and testing.
Infinite Rain has written
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Starkkz:
Won't help you creating an anti speedhack. But I do agree that this option will be useful.
Actually it will, the pixels per second of movement is calculated with the weight of the weapons. Here is the link to see how it works. So far I've managed to get some accurate values with the average of 10 movements within a certain time, it works for me.
Edit: With the weight I meant to say the weapon's speed modifier. @
Starkkz:
No, it won't.
One simple unfixable reason why: ping. @
Infinite Rain: I'm telling you that I have already solved this, my system uses a delay configuration where the divisor for the distance will be the delay between the last movement and the actual movement divided by twenty.
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Distance = Distance / (Delay / 20)
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Please stay on topic and do NOT discuss this in this thread.
This thread is for ideas only! No discussions! Thank you! 1
menu(id,"Title@m,a,b,c,d,e,f,g,h,i,j,k,l",rows,columns)
This will create a menu with multiple buttons. Kind of like a keyboard. The width of menu buttons is decided by calculating the total amount of buttons in that menu. It would look kind of like a keyboard. The rows and column are pretty self-explanatory - they lay out the menu buttons... DC Admin
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Rainoth: A set of Lua functions to create custom menus with free button positions and additional GUI elements is planned for future releases. (not 100% sure if it will really be implemented though) @
DC:
Dude, I would marry you then. Here are two interesting ideas:
If you go over a weapon lying on the ground and you have the same weapon, the ammunition will be added, the excess remains in the ground;
Ability to view server list and connect to some when it is inside a gameplay. Proxy detection system? Just in case for multiple DDoS'ers in a server?
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Infinite Rain: Haha.. don't say that...
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rafz: The ammo stuff is not intended because it doesn't work that way in CS 1.6! You could script something like that with Lua though. The server list thing has been suggested already.
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Rattle189: It's not possible to detect that automatically. @
DC: Oh, don't be all shy now. Admin/mod comment
Don't go off-topic either / RM @
DC: Hey the speed hack detector can't detect the hackers! Repair this!! Admin/mod comment
objectdamage doesn't detect the weapon it's attacked with, and you can only get the player's current weapontype with player(id, 'weapontype'). This means you can't find out if the object is damaged by a projectile and then registered as AWP shot because that's a player's current weapon.
Adding a single parameter "weapon" would be great.
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Another one;
There's no easy way to set object health. This can only be done with custom functions like;
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function setObjectHealth(dynid, newhealth, id)
	local curhealth = object(dynid, 'health')
	local deltahealth = curhealth - newhealth
	parse('damageobject '..dynid..' '..deltahealth..' '..(id ~= nil and id or 0))
end
Which will trigger the objectdamage function, which, again, has no way to check if that damage came from a weapon or not. edited 2×, last 29.04.14 12:44:35 pm