Updated todo.txt with new bugs, ideas and features.
This commit is contained in:
parent
ce0895a454
commit
fd837b0974
47
todo.txt
47
todo.txt
@ -1,31 +1,42 @@
|
|||||||
|
Section content is listed in order of importance. Some of these can be ideas too.
|
||||||
* 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.
|
|
||||||
|
|
||||||
---- CRITICAL/IMPORTANT ----
|
---- 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
|
* FIXED -- fix spawn protection
|
||||||
players gets invisible, but not protected against zombies.
|
players gets invisible, but not protected against zombies.
|
||||||
the array pProtect isn't used at all, just set to off and on.
|
the array pProtect isn't used at all, just set to off and on.
|
||||||
|
|
||||||
* DONE -- classes.inc:GetClassKnockback
|
* 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
|
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
|
* zombie.inc:KnockBack / cvars.inc
|
||||||
make cvar for shotgun/hegrenade knockback boost.
|
Make a CVAR for setting shotgun/hegrenade knockback boost. The zombies don't
|
||||||
|
fly away that much.
|
||||||
* 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.
|
|
||||||
|
Loading…
Reference in New Issue
Block a user