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cs2-executes's Introduction

๐Ÿ‘‹ Hello there! I'm zwolof

I am a versatilist, doing fun projects in my sparetime

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  • ๐Ÿข ย I'm currently working as a Fulltime Freelancer!
  • ๐ŸŒฑ ย Iโ€™m currently learning Rust
  • ๐Ÿ’ฌ ย I like to talk about Programming and Tech
  • ๐Ÿ“ซ ย Ask me anything on my Issues Page
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cs2-executes's Issues

[Feature] "Block Passages"

Hey there,

Re: CS2-BlockerPasses

I'm not sure if this plugin is dead, jank, ugly, stable, etc. But adding something like this could provide a clear-cut execute experience. The obvious example is "Mid Control" style executes, where the scenario's main objective is Mid -> valley -> underpass -> BApts (Mirage).

Right now there isn't concrete blocks stopping players from going up cat, ladder room, A connector, going back T spawn, going TV instead of forcing them to going underpass. Bomb plant blocking is there right now I think.

When a scenario is configured to be only 30-40s round times, bomb blocking isn't ideal.

Thanks for considering this.

Cheers,

Double util throw positions as spawn points for designated team

Hey @zwolof @B3none !

Allow Util positions to be doubled as spawn points for the designated team the util belongs to.

To avoid conflicts with spawn ID, maybe create a new field in Util entries for spawn defaulted to null then config creators can designate it to an open spawn ID.

Maybe append spawn_type as defaulted null as well?

Let me know what you think!

Map Zones and automated-util toggle chat aliases

Hello!

Right now, executes appear to be random across-the-map.

It would be nice if CTs could type !spot all or !spot ramp for forcing to always practice a particular "map zone" - over and over.

To add to this, it would be nice if clients could type !util and it would toggle between using scenario-attached grenade IDs, or allocate util to T-players specifically to throw their own.

Thanks for considering.

Cheers,

Create a scenario management system

We might be able to port a big chunk of the spawn management logic from https://github.com/b3none/cs2-retakes

We also need the ability to manage whether or not we want to have lurkers which ties into #5

This issue has the following actionables:

  • Ability to select T spawns
  • Ability to select CT spawns
  • Ability to select grenades to use
  • Ability to specify whether or not to include lurkers / chance of lurkers

Stretch goals:

  • We may also want a scenario config property to set the minimum distance CT players can spawn from the bomb
  • Potentially add percentage chance that lurker spawns are used

[Feature] Menus for Executes Manager

Hey,

As much as I hate !menu -> !1 -> !4 style menus.

It would be nice open-up the executes idea to a swiss-army-knife menu for players to use, who are new to the mode, understand it, and give them more creativity to explore with it.

Taking my other chat alias options and adding them here would be a start, along with a Play-mode + Editor-mode similar to the way CSGO executes worked (I think?).

Right now I need to rcon exec executes-editor.cfg featuring:

mp_warmup_start
exec practice_settings
mp_roundtime 99999
mp_warmup_start
sv_cheats 1
mp_warmuptime 999999
!rcon mp_restartgame 1
mp_warmup_start
sv_infinite_ammo 1
sv_grenade_trajectory_prac_pipreview 1

So I can work on configs. I understand in this phase, you guys have broader ideas, but it would be nice to make the editing process more user-friendly, even with little details. It could be my server specifically, but if I leave the server, and come back later. The player joins and it shows the end-game screen, which is jarring for an untrained administrative eye. Making the round force reboot inside of the plugin might be a nice mitigation.

Going back to the menu specifically. Adding Editor functionality, and Play-mode functionalities would be an explosive improvement which is a hard task and opens up the scope significantly from what I imagine. You might have a more efficient way of doing this, or it might be worth waiting as well until Valve gets their head out of their ass, and brings back a VGUI persistent menu like CSGO/CSS/1.6 had or allows server plugins to use buy menu or radio menus to work for server functions.

Hope this makes sense, I hope I'm not annoying you, this is a big problem(and I know that).

Cheers,

[Bug] Map_config bugs

Yo,

I worked on some map_configs and I'm getting weird issues.

It is not loading spawns properly, it's not throwing util that I wanted on certain spots, or even configured to exist from using css_addgrenade or css_debug (when it wasn't missing angle values).

When attempting diagnostics, I mp_restartgame 1 and I begin spawning in weird spots clipped into walls (ancient) or I fall through the floor.

Any ideas what's happening?

Thanks,

Edit: As always, please ping/nudge me if you have clarifying questions, or need me to test something specific.

[Feature] Indefinite scenario practice

Hey guys,
Wondering how easy it would be to implement playing a particular scenario over and over.

So if there's a particular execute (and specific util with that execute) it would be cool to have the option to replay it over and over to practice that specific scenario many times, until a player feels they had adequate practice.

Thanks for considering.

[Feature] Instant util (x,y,z) adding (delay the main variable)

Hey there,

The current util (grenadeID) functionality is cumbersome in a way. Right now the user has to throw it, and make sure it lands, which normally they may but forget and have to research. This can be annoying when you're trying to complete a map_config quickly.

For example: most competitive players know the mirage window smoke takes about 5-7s of hangtime before it blooms.

I suggest position(x,y,z) is the important part, scrap velocity all together, and delay becomes the most important factor after position, as players can now place util pixel-perfectly without having to throw it ingame.

This looks like: Mirage "T-Spawn to Cat Bricks Smoke" [user no-clips and right-clicks the smoke down], and delay is done by it usual hang-time or the user specified delay that is adjusted and offset from the round start time (post-freezetime).

Appreciate you considering!

Thanks,

[Feature] !round_type

Hello,

Sorry for the spam, just "writing down before I forget". ๐Ÿ™‚

Right now executes allows for only Full-buy execute rounds. It would be nice to practice Pistol rounds, or for the professional fun havers - give them the option to practice 5v1 anti-eco style rounds where they can practice farming aces on say - nuke ramp to full eco-pistol rushes.

Thanks for considering.

Cheers,

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