What about this: if a feature is broken, change it? And delay between switching weapons is an obvious fix because scripts would loose purpose.
Look at this clip, I made it to demonstrate how it looks to play with automated weapon switch. I just click mouse button and it selects rifle/pistol, shoots while I hold the button, and when I release it switches back to knife. End result: minor speed hack.
It's not broken though. This is how it's supposed to work, your opinion on the matter is just different. You can do this in every game, it's all allowed.
If you want to disable this for a server, you could use Lua to check the file which saves these scripts and disallow entry if it is not the same as the default one upon installation. This, however, may not be a full proof method.
There is a mp_buymenu which makes possibility to change our buy menu yet there is no team option. Like I don't want to see Flashbang in Terrorists when Counter-Terrorists have.
One way obstacle
From one side works like floor and from the other like obstacle
And you can choose which side is obstacle and which one floor
Would be better that using teleport
I'm not sure if this is suggested before but here it is anyways:
Can you make entities be able to overlap each other on a single tile?
Like for example, I am making a bridge. I cut the half of it and placed water tiles and I added a Dynamic Wall entity so it covers the broken part of the bridge.
I wanted my BombSpot entity to be in the middle of the bridge where it is supposed to be cut in half and when the bomb explode, the DynWalls are triggered, therefore exposing the water tile underneath.
The problem is, that I can't put the BombSpot entity to be exactly in the middle of the bridge because the DynWall entities already occupy the spot.
@ LonelyGrayWolfie: This has been suggested several times already. It can't be changed easily because it would break many existing systems, including the whole Lua API for entities which addresses entities by their coordinates. So this would be a very big change and it's very unlikely to happen.
For most cases there are workarounds though. In your case you could fake the tile look with an overlay sprite (sprite entities allow you to have offsets so the position of the related entity doesn't matter).
You could also write a Lua map script which changes the tile when the bomb explodes using settile
Would be nice if you could add molotov in buy menu in defeault cs2d like in go, it would be a revolution for cs2d competitive gamemode to make it more entertaining, new tactics, new gameplay mode, and for sure it would get more players into competitive scene.
It could be something like fire grenade without exploding damage to not be that overpowered, the use would be basicaly to clear areas and similar stuff.
Its a really nice idea would be great if you can consideer it.
@ 1uP: You can change the items sold in the buy menu. If the competitive scene agrees with adding a molotov cocktail then change the buy menu to your liking on competitive servers.
The competitive scene can always create their own rules to their liking during tournaments and on their own servers. If you have your own server you wish to use based on that competitive server, ask them for server settings if they change any.
@ Yates:
Yea i meant to add a new grenade, a fire one, purchaseable in buy menu, to make slowy damage, like 10 hp per seccond , cause molotov exploding damage its op as i said, i dont want to change molotov cause it does a good function, thats what i am talking bout
@ 1uP: Yet if the current molotov cocktail isn't used in competitive servers you can change its damage to represent your molotov cocktail. Then you spread these settings to competitive servers.
Oh. However, you guys have probably missed something. There is totally 2 damage types of molotov cocktail. The first when explode, the second is burn damage which does per second(maybe more fast). What was 1uP talking about should be explosion damage which is really really OP as he said already. You tell me we can change the damage but which one? As far as I remember, when I tried it once before, we could change only the burn damage. In fact, the damage doesn't make the OP thing here, it is about how much fast it does explode when you throw. Or can I change both damage types which I doubt?
Hm. Not sure, maybe this can be solved with Lua if not possible with CS2D settings.
An example with Lua would be to measure the actual damage on explosion of the molotov cocktail, this should always have the same amount and will be higher than every other hit taken on fire damage (thus you have your check to see which is which). You can then play with these values to suit your needs.
But still, play around with actual CS2D settings before you decide to solve this with Lua. Much easier if possible.
Can the Env_Sprite have movement paths for animation? Specifically, we would be able to add like car sprites to move around maps. Although with the exception of riding it.
Even more specific, there would be options for Env_Sprite to set how long the sprite stays at each set movement path, and how long the sprite gets to the set movement path, i.e. original spot to path 1. That also includes a changeable direction the sprite goes to each movement path.
No one likes to see a car sprite moving in a circle with the sprite itself just stays at the direction looking north.
I'm seriously having problems using a load of delay entities and env_sprite entities in CS2D remaking the animation ending of Dead Center from L4D2, where the survivors escaped using a sports car.
@ Hajt: The player has to recieve the unfreeze command from the server, so it would be impossible to syncronize that without having the client execute it itself, but this will just lead to hacks.