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- Player Classes - Support, Medic, Engineer, Recon. Support has the ability to buy supplies, set up ammo crates, so on. Medics can get healing stuff and etc.; engineer builds bases and repairs shit. Also can spawn a turret. Recon handles sneaking and recon stuff like impersonation of enemy faction members & hacking stuff like the engineer’s turrets.
- Player Factions with 3-layer emblem system, plus relation statuses between factions. [Neutral, Hostile, Friendly] (VGUI stuff for name display and stuff, kind of halo styled.)
- Faction VOIP radio system - players should be able to “hack” another faction’s radio frequency and listen in.
- Player to player trade system - won’t work between hostile players.
- Limited Carryable Guns, Money - Primary Weapons, Secondaries, and Explosives
- Bank System - for storing guns, ammo, money, so on.
- SNPC Spawn system - needs to check for player visibility and proximity to prevent AI being spawned right in front of or behind players.
- Supply drop/cache system - spawn a SENT crate with random loot in random locations. Same thing with the AI, needs to not be spawning right next to players/spawning where they can see it. (We’ll handle the SENT itself, just need a delivery method.) Also a player ability to call a cache drop for money. (Select weapon/item contents, then select drop location with indicator grenade)
- SNPCs should be simple AI, something that just shoots any players it sees, or shoots when provoked, and one that runs away. AI needs to be simple, however. Nothing superbly advanced for their AI. Networking speed is more important than their survival as combatants.
- Door owning, no paying for it needed however.
- Inventory System - Dead players and SNPCs should be lootable.
- Donator System - Automate Access to donator perks & donation detection via SMF. (Optional but would be good to have if you have the skills) [Donator perks are access to buying some guns/playermodels/a specific permanent faction of "mutants".]
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