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