Ideas
like it :D
http://www.youtube.com/watch?v=a7GHkgsZVGw
AC does have akimbo in the game, but fire only one of them is not available.
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however, took this idea of a game called smokin guns(western).
the 2xpistols from smokin guns(many pistols XD) are balanced and interesting, unlike other games that do not offer as much fun(the 2xpistol weapon, not the game).
you choose how to shoot(single shots or 2 shots same time) and wait the long reload, but, the weapon is good.
this makes the gun with a unique feature in the game.
AC does not need a large quantity of weapons, just different weapons : )
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(07 May 11, 02:33AM)wolfbr Wrote: 2xpistol for a primary, maybe, another pistol for secundary (like power pistol x rapid pistol with bust fire mode ) or bust fire for basic pistol(like gloc) : ).

Would a primary pistol with toggle-able burst mode and a semi-automatic secondary pistol that can be upgraded to dual automatics be enough?
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burst fire is bad IMO
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I noticed the hard-coded "powf" function doesn't have support for negative-base decimal exponents. I couldn't see what algorithm the code uses (is it implied in a math library?) so I assume it uses one similar to mine, minus the aforementioned support. I added that on later. Here's the script version of it:
alias powdec [if (=f $arg2) [result 1] [
if (<f $arg2) [arg2 = (absval $arg2); negadec = 1] [negadec = 0]
powset = (concat 1 $arg1 0 1); powfcount = 0
while [(&& (&& (!=f (at $powset) $arg2) (!=f (at $powset 2) $arg2)) (<= $powfcount 30))] [
  if (>f $arg2 (average (at $powset) (at $powset 2))) [
   powset = (concat (at $powset) (at $powset 1) (average (at $powset) (at $powset 2)) (sqrt (*f (at $powset 1) (at $powset 3))))] [
   if (<f $arg2 (average (at $powset) (at $powset 2))) [
   powset = (concat (average (at $powset) (at $powset 2)) (sqrt (*f (at $powset 1) (at $powset 3))) (at $powset 2) (at $powset 3))] [
   powset = (concat (average (at $powset) (at $powset 2)) (sqrt (*f (at $powset 1) (at $powset 3))))]]
  += powfcount 1]
if (<f $arg1) [if $negadec [result (concat (divf 1 (at $powset 1)) i)] [result (concat (at $powset 1) i)]] [
if $negadec [result (divf 1 (at $powset 1))] [result (at $powset 1)]]]] // Handles exponents between -1 and 1
// powdec (any base) (decimal exponent between -1 and 1)
alias powf [concat (*f (pow $arg1 (+ $arg2)) (powdec $arg1 (modf $arg2 1))) (at (powdec $arg1 (modf $arg2 1)) 1)]
You can see, if it attempts to take the square root of a negative number, it pretends that that's okay and then "concat"s the imaginary unit "i" to the end of the result (so the user can have discretion in whether to use it).



- Have "scriptcontext" be more dynamic, based on whether you're in multiplayer (i.e., allow a set of contexts that are in force while connected to a server, and a different set in force when you're not).
- Also, allow idents to be removed from given security contexts, in-game, based on user preference (Yes, I know, it defeats the purpose of "sealcontexts," but I like having it more loosely sealed, or at least "openable" by the user).
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Switch to display server's zone and local time alongside ip and port on scoreboard.
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Move the accuracy box up a bit, as it covers up the box you type in (the name completely escapes me right now) when it is tracking a lot of weapons. If anyone doesn't know what I'm talking about, i can post a screenshot.

Allow the maps in the 'show all maps' menu to be sorted into categories, so you can find the one you are looking at easier. This is probably possible thorough editing the menus.cfg, but I haven't looked into it yet.
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(11 May 11, 12:44AM)Lantry Wrote: (the name completely escapes me right now)

Command prompt.

(11 May 11, 12:44AM)Lantry Wrote: Allow the maps in the 'show all maps' menu to be sorted into categories, so you can find the one you are looking at easier. This is probably possible thorough editing the menus.cfg, but I haven't looked into it yet.

Yes, put CTF maps into a CTF menu, TDM into a TDM menu, etc. If you're new enough that you still use menus you likely don't know which maps are good for which mode.
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Have you guys ever played a maych and then look at the scorboard and while look at this you get killed? Well tgis happens to me all the time. I was then thinking, what if it could say the number of flags each team has like on the bottom or the top left part of the screen? I mean if you did this it would only help. There is no negative about this. Put it in the next version and save my ratio. :p
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http://assault.cubers.net/docs/reference...stat_score
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(11 May 11, 06:03AM)bballn45 Wrote: what if it could say the number of flags each team has
read again ;)
I must say I like this idea.
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pstat_score has that capability. The most conventional way to treat this, however, is by spamming (or bringing up on request) the flag score on the text console.
By a stretch, you could use the parameters to call specific sounds you register that say the score. :D That actually sounds kinda cool.
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sometimes look and see that the devs change almost completely the existing weapons, would be more interesting to add new weapons, instead of completely modifier existing weapons.

exemple: the new smg(1.1.0.5) and the 1.1.0.4 shotgun(completely different from the old, but I prefer this).

exemple: Super Shotgun(already suggested; great fire power in close range,but, slow fireinterval and more spread) or Hmg (like smg, but,with more inaccuracy/recoil/magazine size, more accurate if fired in busts(5 or 7 shots) or standing / crouching, is not very good to rush, just to support and defend).

in this way they would satisfy Greeks and Trojans : D
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Well here is a picture example of what I mean. Note that these are not perfect measurements, and I just used photoshop to put that in there. There is a white arrow at the bottom pointing to which team you are. The blue would be for RSVF and red would be for cla. It could be for TKTF, HTF, CTF, and maybe even tosok/tsurv if you were to do frags instead. I think this would be a good thing to enter into 1.1.0.5.

[Image: 2prfwxe.png]

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(11 May 11, 05:10PM)wolfbr Wrote: in this way they would satisfy Greeks and Trojans : D

I believe the greeks and romans had no guns in ancient times. Doing this would satisfy them how?
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(12 May 11, 04:48AM)Viper Wrote:
(11 May 11, 05:10PM)wolfbr Wrote: in this way they would satisfy Greeks and Trojans : D

I believe the greeks and romans had no guns in ancient times. Doing this would satisfy them how?
maybe if they gave a few drinks and prostitutes for them.

and the Greeks and Romans of modern times? they can not have guns?

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I'm pretty sure there are no Trojans in modern time, unless you are referring to their internet-dwelling hard-drive-invading bacteriophage-analog counterparts.
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umm, not to get offtopic here but he said greeks and trojans, not greeks and romans. He was referring to the trojan war, where the greeks attacked the trojans after their prince stole the wife of a greek king (aka the worst reason to go to war ever. You think oil is a bad reason?).
so, actually, I did mean to get offtopic. allow me to make up for it by suggesting that the scores just be shown as a number overlaying the flag symbols (you know the ones that show whether the flag is in the base or not) or just above them or something.
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Idea: allow the player to set a movement speed for editmode, so that you could just '/editspeed 2' and you would be flying twice as fast, to get across large maps quicker.
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DOUBLE POST! SHUN!! :D

Also Lantry... This would be helpful for online, but in singleplayer you can just use /gamespeed 200 to go twice as fast.
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I figured it would be ok because I left enough time in between :(

Also Viper... I did not know that.
To everyone who is about to say "READ TEH DOCS", please understand that my brain is not big enough to memorize the entire cubescript command reference, unlike some people. *cough V-Man cough*
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I doubt V-Man has memorized them. Even he has to look for commands. Although he knows what exists and what doesn't.

Unless things have changed since he hopped on IRC last. (very likely, considering the last time he was on, according to my sources: 4 weeks and 5 days ago ;) )
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Don't worry, I had to read the docs three times before anything started sticking (like gamespeed), and five times before I felt confident enough to write any useful scripts.
Then, for some of the more abstract concepts, reading the source code really helps.
Also... I think Lantry waited long enough to do a "proper" double-post.
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[Idea] : Deaths more importants than points in match mode.
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What the hell is a "proper" double post? :D Sounds redundant.

Points are generally awarded for good team play. If you win by points you played well. This has already been discussed into the ground but I still think points are more important than kills/deaths.
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I hope even more emphasis is placed on points in the future.
Too many people thinking that staying alive is more important than teamwork.

Also, I've done enough double posts, I should hope there's some aspect of proper conduct to it! XD
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Well when you have 3300 (and quickly rising) of them theres bound to have been a double-post in there somewhere. xD

One question I've had:

What other actions should points be awarded for besides killing, scoring, covering, etc?
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Thought I'd return my nooby two cents here... even though right now I am to lazy to read all the previous pages...

HUD improvements would be really nice, and benefit the game...

Also, maybe a player name above their heads: Like in CoD and other 3D MMOG's...

and an enemy could be seen on the radar: ONLY if they have fired a shot in a radius of (random number here) 20 cubes... and the HUD/Radar flashes red or blue...

Lol I feel at my AC home already... woot
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(19 May 11, 01:56AM)Cemer Wrote: HUD improvements would be really nice, and benefit the game...

Care to elaborate, just a little? :D
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To everyone :

so delete points for team chat , that's just stupid.
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