Updated todo.txt with new bugs, ideas and features.
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							| @@ -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. |  | ||||||
|   | |||||||
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