diff --git a/todo.txt b/todo.txt index 0d4e8d9..5e892a7 100644 --- a/todo.txt +++ b/todo.txt @@ -1,31 +1,42 @@ - - * 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. +Section content is listed in order of importance. Some of these can be ideas too. ---- CRITICAL/IMPORTANT ---- +* When you turn off zvision it's remembered to next time you get zombified, but + not the nightvision. Make it remember the last nvgs state as zombie too. + Got some complains and it's a bit annoying too. Should be an easy fix. + * FIXED -- fix spawn protection players gets invisible, but not protected against zombies. the array pProtect isn't used at all, just set to off and on. * DONE -- classes.inc:GetClassKnockback - change class knockback to be a miltiplier of the default knockback (like the old ZR), not absolute values: + change class knockback to be a miltiplier of the default knockback (like the + old ZR), not absolute values: knockback = default * class knockback ----- LOW PRIORITY ---- +---- NORMAL/GAMEPLAY ---- + +* Make a gloval CVAR for setting default zombie. Must work with per-map configs. + +* Make it possible to disable certain classes on certain maps. + +* Make a global CVAR for both nightvision (and maybe zvision too) that works + with per map configs. On bright maps it's disabled, and enabled on darker maps. + +* Make a function for overriding class knockback (and maybe other settings too), + by directly modifying class data in the array after the classes are loaded. + To be used on per map configs. + + SetClassKnockback(classname, data) + zr_class_knockback classname data + This one is a bit important because the maps can be better balanced by adjusting a single zombie class. + +* 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. * zombie.inc:KnockBack / cvars.inc - make cvar for shotgun/hegrenade knockback boost. - -* make a admin command for reloading class data. useful when fine tuning knockback. - - and even better, if worth it: - make admin commands for getting and setting each class knockback, like: - SetClassKnockback(classindex, knockback) - GetClassKnockback(classindex) - already there, just need to hook a admin command too - - cvars.inc:EnableHook - another solution: - zr_enable: disable: a "round draw" occour, then it's regular cs. - enable: a new "round draw" occour and it's back. - not sure if classes are reloaded. if LoadClassData can be executed twice there's no problem. + Make a CVAR for setting shotgun/hegrenade knockback boost. The zombies don't + fly away that much.