Updated todo.txt with new bugs, ideas and features.
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todo.txt
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todo.txt
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* Zombie dont have fall damage (damage by player 0 = server should always work) -> make it a CVAR, so for example zombies can't kill themselfs on same maps by going through lasers.
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Section content is listed in order of importance. Some of these can be ideas too.
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---- CRITICAL/IMPORTANT ----
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* When you turn off zvision it's remembered to next time you get zombified, but
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not the nightvision. Make it remember the last nvgs state as zombie too.
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Got some complains and it's a bit annoying too. Should be an easy fix.
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* FIXED -- fix spawn protection
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players gets invisible, but not protected against zombies.
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the array pProtect isn't used at all, just set to off and on.
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* DONE -- classes.inc:GetClassKnockback
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change class knockback to be a miltiplier of the default knockback (like the old ZR), not absolute values:
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change class knockback to be a miltiplier of the default knockback (like the
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old ZR), not absolute values:
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knockback = default * class knockback
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---- LOW PRIORITY ----
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---- NORMAL/GAMEPLAY ----
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* Make a gloval CVAR for setting default zombie. Must work with per-map configs.
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* Make it possible to disable certain classes on certain maps.
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* Make a global CVAR for both nightvision (and maybe zvision too) that works
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with per map configs. On bright maps it's disabled, and enabled on darker maps.
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* Make a function for overriding class knockback (and maybe other settings too),
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by directly modifying class data in the array after the classes are loaded.
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To be used on per map configs.
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SetClassKnockback(classname, data)
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zr_class_knockback classname data
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This one is a bit important because the maps can be better balanced by adjusting a single zombie class.
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* Zombie dont have fall damage (damage by player 0 = server should always work)
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Make it a CVAR, so for example zombies can't kill themselfs on same maps by
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going through lasers.
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* zombie.inc:KnockBack / cvars.inc
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make cvar for shotgun/hegrenade knockback boost.
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* make a admin command for reloading class data. useful when fine tuning knockback.
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and even better, if worth it:
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make admin commands for getting and setting each class knockback, like:
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SetClassKnockback(classindex, knockback)
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GetClassKnockback(classindex) - already there, just need to hook a admin command too
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cvars.inc:EnableHook
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another solution:
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zr_enable: disable: a "round draw" occour, then it's regular cs.
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enable: a new "round draw" occour and it's back.
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not sure if classes are reloaded. if LoadClassData can be executed twice there's no problem.
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Make a CVAR for setting shotgun/hegrenade knockback boost. The zombies don't
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fly away that much.
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