English Map Callouts icon

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10.09.16 11:31:20 pm
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Cure Pikachu
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Announcement: file cs2d advanced radio,teamchat script (21) v2, which was released in 27 Aug 2019, effectively makes this obsolete. Will still keep this around though.

Displays the map callout location below the radar, just like every Counter-Strike game since Condition Zero.
Only supports maps which have map callout data the script can read (Read on!)

> Installation
• Extract the autorun and pikachu folders to your *CS2D folder*\sys\lua folder.
• Extract callout_test.map to your *CS2D folder*\maps folder. (Optional, for testing purposes)
• If you are using the v1 build of file cs2d advanced radio,teamchat script (21), inside the Compatibility Patch folder of the archive is a patched cs_radio.lua file. Overwrite your existing cs_radio.lua with this for it to take full advantage of this script.
× Does not include the other resources (images)! Since v2 is out, I may have to include them...

> Map callout data file
All the map callout locations are stored in a file named *map name*.lua (where *map name* is the name of the map), and stored in either of the following locations:
• *CS2D folder*\sys\lua\pikachu\callouts
• *CS2D folder*\maps (This takes priority over all other methods due to the sequence CS2D executes Lua scripts)
Included is a map callout data file for de_dust2_classic.
× I will most likely not make map callout data for other maps, especially since you can do that yourself.
Making your own map callout data file >

> Reading from entities
Inexperienced at scripting? No worries, since you can now create map callout locations using entities!
Included is a test map to test this functionality out.
The script only reads from entities if the map does not have a map data file!
Instructions >

× No I will not modify any maps to support this due to compatibility reasons!
Changelog >
imageimageimageimageimage
edited 60×, last 30.10.19 11:13:51 pm
ok This file has been reviewed and approved by DC (10.09.16 11:45:51 pm)

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12.02.17 05:08:39 pm
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Brent
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I like this map is nice
23.10.16 03:25:54 pm
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kerker
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Nice and useful.
12.09.16 08:28:09 pm
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Nostalgic Ballz
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Its very good!
12.09.16 03:40:44 pm
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Cure Pikachu
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user Fraizeraust has written:
One thing I slightly dislike is the fact that the function gets the callout data from Info_TeamGate instead from Info_NoBuldings. In this way, this script and file cs2d advanced radio,teamchat script (21) combined it'd be really great!

Will do. It's back to the drawing board for me.
EDIT x3: If anyone wants to contribute making callout data for the other maps that will be great.
edited 4×, last 12.09.16 04:55:34 pm
12.09.16 03:06:57 pm
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Fraizeraust
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Wanted to do a similar script like this before but I abandoned on working into it afterwards. I appreciate you took my place instead.

One thing I slightly dislike is the fact that the function gets the callout data from Info_TeamGate instead from Info_NoBuldings. In this way, this script and file cs2d advanced radio,teamchat script (21) combined it'd be really great! Still, great work indeed.
11.09.16 03:32:08 pm
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Rainoth
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You may want to avoid more tags for changelog. It's there to hide long walls of text (which isn't the case here).
11.09.16 01:47:18 pm
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Jite
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cool.
11.09.16 01:35:13 pm
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Rainoth
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@user Rainoth: Ye, that's not what I suggested anyways ^.o
edited 1×, last 11.09.16 03:18:01 pm
11.09.16 01:17:56 pm
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Cure Pikachu
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@user Rainoth: I could do that, but I will not modify the official maps themselves due to compatibility reasons.
11.09.16 01:03:06 pm
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Rainoth
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@user Cure Pikachu: Make it with entities. I DEMAND that before I like this.
Why that would be better?
1. Nobody will have to open the actual script = less hassle & more convenient
2. You do not have to define the locations (as the script will get the entity positions)
3. It would be easier to define because you won't need to look up positions on the map editor (since you'll do everything there anyways)

Here's an example:

The creator places an env_hurt or env_nobuildings entity:
Name:CT Spawn
Due to the type of entity, you won't have to define width and height of the field. Alternatively, it can be any other entity that people don't need and have 'trigger:5,10' for width and height definition.

So basically any dumbass will know how to do it, he won't be able to screw up code accidentally and it'll actually take less time to make these things.

Hopefully, you take this into consideration. It'll be 10 minutes of work and simplify everything greatly.
11.09.16 04:29:20 am
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PeculiarLookingLink
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The worsted thing in this idea was declined.So,I will put a like.
11.09.16 02:27:08 am
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Masea
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user Lobwver has written:
I like this file, but I would like to see more callout-ed maps in the file not only dust2.
Dude seriously, are you fucking kidding me? He made the best and earthly convenience anyway. If you getting hard by adding few more lines to lua file then we are saying that is the real laziness.

Good job 10/10
11.09.16 01:10:44 am
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VADemon
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We need a map entity for this.
10.09.16 11:53:46 pm
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Cure Pikachu
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@user Lobwver: Unfortunately for you, I am on National Service, and I don't really play CS2D/CS:CZ that often nowadays to even bother finding out callout names for other maps. And there already exists a similar script? Where?
10.09.16 11:46:35 pm
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Lobwver
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There's already a script like this but I think this one is better, also combining both will do a 1000% used script on Competitive scene. Also this should be added as default in next versions, add-able with editor.

I like this file, but I would like to see more callout-ed maps in the file not only dust2.

this is the competitive official mappack can someone do callouts for them? you can ask me on pm for the callouts names.
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