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scroton

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Jul 26th, 2014
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  1. TO DO
  2.  
  3. Redo all monsters decorate to have a chain of inheritance
  4.  
  5. Redo all monster decorate to use spaces to play nice with github
  6.  
  7. Redo all decorate to use spaces to play nice with github
  8.  
  9. Redo all monsters to call a_chase which passes to attack state as often as vanilla, add monsters with different see states which call “armed” a_chase more often in difficulty level above UV and below NM
  10.  
  11. Certain zombies use a_fastchase after firing and within a certain range of target (I want to use this only for elite zombies)
  12.  
  13. cvar for all zombies to avoidmelee
  14.  
  15. buff hellfire if it hits wall
  16.  
  17. Zombies back up when player has melee out, a la DRLA (oh wow it’s literally a single flag, gg) (I want to use this only for elite zombies)
  18.  
  19. archvile gets +AVOIDMELEE
  20.  
  21. archvile split into mirror image archies, only summon if none out and all die if main archie gets pain state, mirrors are really fragile
  22.  
  23. archvile avoid player state (runs away for a couple of tics without firing) chance after melee pain state
  24.  
  25. archvile has chance to teleport after melee pain state
  26.  
  27. make new bullet casings more performance efficient
  28.  
  29. Rictus point light fix -- double check or reduce number of lights, again
  30.  
  31. add tsp_toaster to zdoom version
  32.  
  33. add lost souls which use torridgristle’s flameless lost soul sprite which do not spawn flames and are not much more aggressive than vanilla lost souls, until damaged after which they gain flames and become more aggressive
  34.  
  35. Explosive Crossbow Bolt explosion spawns separate explosion actor which uses a_fire, since a_fire appears to be more reliable
  36.  
  37. explosive bolt damagetype death to simulate xdeath for the monster carrying the bolt
  38.  
  39. crossbow bolt explosion alerts monsters
  40.  
  41. New crossbow bolt type that causes monsters to attack monster struck by it, draws monsters to it if it hits a wall, has a health so a monster can shoot it, then return to the player (simulating that they figured out it wasn't the player)
  42.  
  43. cacodemon has a chance to shoot baby (baby sprites from r667, not fractal style baby cacos) cacos which initially attack like a lost soul, but afterwards
  44.  
  45. a_fastchase and shoot fireballs very very often, get frightened if player gets within certain distance, ridiculous version of drla split on low health (large cacos)
  46.  
  47. barons and knights have split missile attack patterns
  48.  
  49. pain elemental create explosion?
  50.  
  51. revs have chance to barrage fire (leading but not tracer) faster missiles when under certain health threshold
  52.  
  53. revs shoot two missiles like fractal doom offsets, but non tracer are faster
  54.  
  55. mancubus uses fractal doom firing pattern, except one is always shot forward, it's random which side is, as well as offset for the other missile
  56.  
  57. All monsters use correct offsets for missiles so they match sprites
  58.  
  59. shotgun desyncing (graphics/sound only apparently) when fire is spammed during reload in 1.2 zand version
  60.  
  61. Flamethrower
  62.  
  63. That plasma gun thing that might be a bfg replacement, see if noclip works
  64.  
  65. longer range of blindness on slot 7, use doom3 sounds and the doom3 mod graphics, use disperse and fade pattern but use trail actors rather than ones spawned by the projectile, also use ones spawned by the projectile (those are the ones the tsp_toaster cvar will handle), is also possibly slightly slower and a seeking missile
  66.  
  67. COMPREHENSIVE CREDITS LIST for people that aren’t marty or scroton
  68.  
  69. Judgement zombies can now be raised by archviles
  70.  
  71. Fire Pain state for larger monsters
  72.  
  73. Fire deaths (samsara duke ones) for humanoid enemies
  74.  
  75. Fire deaths (BD sprites) for larger enemies
  76.  
  77. "Base Humanoid" actor
  78.  
  79. Bloodless Gas deaths
  80.  
  81. Test versions of flamethrower and BFG replacement
  82.  
  83. Flamethrower altfire puts down flames on ground
  84.  
  85. GPolice Guy/Doomguy character, basic use of weapons, Duke Boot, Bullet Time, Fractal Doom berserk effects, 90% Speed, 80% Damage
  86.  
  87. Alt deaths where possible
  88.  
  89. Pinkies spawn spectres sometimes
  90.  
  91. Spectres sometimes spawn ambush spectres
  92.  
  93. Pain elemental rocket at close range
  94.  
  95. Pain elemental use DRLA caco warp ??
  96.  
  97. Baron of hell can summon imps, throws gravity affected fireballs which spawn green archvile flame and spawn imps, imps are maybe partially see-through or a different color from normal imps, only summons if he has no imps out
  98.  
  99. cacos a_fastchase when close to player
  100.  
  101. startup message for all cvars
  102.  
  103. startup message in console only
  104.  
  105. tsp_boltusemodel in again (in case they want to use the model for the bolt but voxels for items)
  106.  
  107. demons jump at player, and up onto ledges where player is (gotta do a script with a good formula to determine best arc to use and takes ceiling height into account)
  108.  
  109. voxels by voxel bro in main file
  110.  
  111. judgement zombies attack takes less time and they strafe in the middle of doing it on hard
  112.  
  113. marine corpses can be rezzed by an archie as a z-sec
  114.  
  115. spike zombie same thing?
  116.  
  117. shotgun zombies have hellfire and lightning firing types which spawn not as frequently
  118.  
  119. masked shotgun guys that shoot poison shells (need script to determine best arc to fire in)
  120.  
  121. zeke ammo account for double ammo
  122.  
  123. thruspecies to most monsters, spectral monsters not maybe? use damage types and noverlap or whatever flag
  124.  
  125. +UNSTUCK to randomspawners, have randomspawners inherit from one randomspawner that has that flag
  126.  
  127. weapon projectile offsets match weapon sprites
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