 DC:
 DC: inentityzone: I see, understandable.
 inentityzone: I see, understandable.Unforunatly I wanted to be able to use those zones as rooms instead of having to do the rooms through Lua (which I consider slower to loop through rooms on the
 movetile hook, rather than just checking if the player is in the right room (with entity name) through one command.
 movetile hook, rather than just checking if the player is in the right room (with entity name) through one command.But that's not a dealbreaker.
 turretscan:
 turretscan:In that case, I suggest adding these two commands:
 hasinrange(x,y,range,type) -- Checks if a player is in range of a position.
 hasinrange(x,y,range,type) -- Checks if a player is in range of a position. inrange(x,y,range,type) -- Lists the players in range.
 inrange(x,y,range,type) -- Lists the players in range.This will make sure the players are close AND do not have a raycast wall between them and the position.
The
typeparameter can be used to specify if the players should be considered in range either raycasting everything (walls and obstacles) or only walls (obstacles won't count).
Another nice addition would be
 isinside(sx,sy,x1,y1,x2,y2) so we can easily check if something is inside a room.
 isinside(sx,sy,x1,y1,x2,y2) so we can easily check if something is inside a room.All of these are easily done with Lua, but that means they're also slower.
Currently, in order to achieve the same result, it's non practical in Lua, at least for heavy servers such as mine.
EDIT:
 closemenu(p)
 closemenu(p)Will close a player's menu, and call the menu hook with button 0 (cancel).
EDIT:
An option to enable pistol auto-fire when
 mp_recoil is enabled? Something like
 mp_recoil is enabled? Something like  mp_pistols_auto_fire.
 mp_pistols_auto_fire.EDIT:
Can we have some kind of
 pre_connect  hook? Or perhaps move the
 pre_connect  hook? Or perhaps move the  connect hook a bit earlier in the connection process?
 connect hook a bit earlier in the connection process?There's many reasons to have that, one of which is that the
 leave hook can still be called even if the player never actually joined, and that shouldn't really happen IMO.
 leave hook can still be called even if the player never actually joined, and that shouldn't really happen IMO.Also, there's more benefits to the
 connect hook actually get called when the player attempts to connect, rather than a few steps before the
 connect hook actually get called when the player attempts to connect, rather than a few steps before the  join hook.
 join hook.There's a few more reasons, but if any of the developers are interested, I can explain the rest through PM/DM.
EDIT:
 projectile_throw hook.
 projectile_throw hook. player ID (0 if thrown by server (
 player ID (0 if thrown by server ( parse))
 parse)) projectile ID
 projectile ID weapon type ID
 weapon type IDAnd possibly player rotation and position, to make the hook more efficient.
returns:
 0 - default - continue as normal
 0 - default - continue as normal 1 - cancel - don't throw (will still consume the item (to not delay player throwing projectiles))
 1 - cancel - don't throw (will still consume the item (to not delay player throwing projectiles))Why?
There's no way to receive a projectile ID using the
 attack hook, this would act as a workaround.
 attack hook, this would act as a workaround.EDIT:
 stats(0, 'count') - Count of U.S.G.N. entries.
 stats(0, 'count') - Count of U.S.G.N. entries. steamstats(0, 'count') - Count of STEAM entries.
 steamstats(0, 'count') - Count of STEAM entries.If that's too complicated, perhaps
 statscount().
 statscount().And, perhaps,
 stats(0, 'table') and
 stats(0, 'table') and  steamstats(0, 'table') which will return all the accounts' IDs, as such:
 steamstats(0, 'table') which will return all the accounts' IDs, as such:1
2
3
4
2
3
4
{
     [1] = 99153,
     [2] = '76561198087950619'
}
And then, using the respective functions, it would be possible to get the rest of the data, depending on what is needed.
edited 11×, last 20.07.21 03:31:27 pm
 CS2D
 CS2D  Ideas for CS2D - READ THE FIRST POST (OP)!
 Ideas for CS2D - READ THE FIRST POST (OP)!


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