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- **Moderately Thorough To-Do List To Self For Equipment Modparts**
- Note:
- "base","rail", and "alt_mode" are generic internal names for the three deployable upgrade slots.
- Not all deployables have all upgrade slots.
- === Done: ===
- # Working effects for:
- Sentries:
- - Sentry mode powerswitch ("Stealth Mode")
- - Sentry mode tracer ammo
- - Sentries intimidate civilians (using code from a previous mod)
- FAKs/Doc Bags:
- - Heal players directly with Doc Bags/FAKs (using code from a previous mod)
- (FAKs are complete)
- Trip Mines:
- (Bases are complete)
- (Alt modes are complete)
- - Custom laser vector
- - Remote detonation
- - Waypoint key and remote interaction (detonate/set laser/toggle stealth vs loud mode)
- # Save and verify modparts attached to loadouts/outfits
- # Skill tree requirements for certain modparts
- # Integration with HoldTheKey
- # Custom waypoint display text
- === To Do: ===
- # General:
- * Write netcode to sync modparts to host/other players in lobby.
- - Host stores upgrades per-client
- - Upgrades are synced from client to host:
- - On join game
- - On switch loadout in preplanning
- - Host trusts client information since skill information is not sent
- - On client requesting deployable placement, host checks client ID against stored modparts upgrade list and spawns corresponding deployable
- CONTROLLED BY CLIENT:
- Bodybag inventory space
- COMMANDED BY CLIENT AND SYNCED TO HOST:
- Tripmine commands (alt modes, remote interactions/remote detonate command, custom laser vector)
- Sentry commands (alt modes)
- Standard interactions (including Kevlar Plates)
- CONTROLLED BY HOST:
- Tripmine marking enemies? Check how it's done in the basegame
- Everything else
- * Add modpart "attachment" icons to deployables when in use.
- * Acquire virgin/goat/virgin-goat to sacrifice in order to do custom menus for modparts
- * Do Custom menus for modparts
- Display:
- - Custom image
- - Name
- - Description
- - Deployable model preview w/modparts? Not a high priority.
- Use QuickMenu temporarily?
- * Buy mop to clean up virgin-goat blood
- # Features:
- * Investigate controllable player turret (multiplayer compatible)
- * Finish integration with "Save The Civilians!" and "Heal Players Directly"
- For ALL DEPLOYABLES:
- - Add Waypoint/Remote Interaction key to ALL deployables
- (Places a waypoint on each deployable of yours when you press/hold a keybind)
- * Figure out how to select/interact with a possible maximum of 21 deployables (14 + 7) ...
- * Use TF2 spy quickswitch style w/ keys 1-5?
- * Add toggle/hold behaviour setting
- - Possibly add the ability to pick up certain deployables like one can with sentry guns?
- Sentries:
- - Add new sentry gun weapon bases (6 planned, not counting the 2 normal/suppressed bases)
- * Add weapon model in game with an angle/position consistent with the sentry's aim angle/position
- * how do i shot web
- - Add sentry gun rails (6 planned, counting new default)
- * Explosive Failsafe (default upgrade- sentry explodes when killed)
- * Tactical Laser
- * Assault Light
- * ROF increase
- * ROF decrease
- * Ammo increase
- * Repairable sentries?
- - Add sentry gun alt modes (1.5 more planned, plus 2.5 functioning)
- * Investigate "wrangler"/BLPS Wilhelm+Wolf style targeting/merge with controllable player turret?
- * Another ammo increase (secondary pool)
- * Fix powerswitch (see #Bugs)
- ? Ask Schmuddel if I can steal his electrified sentries code
- ? Ask Subsimple if I can steal his sentry lasers code which I technically fixed that one time anyway
- Doctor Bags:
- - Add doc bag bases (3 more planned, not counting default; 1 functioning)
- * One EXTRA THICC doc bag
- * More Sutures, Less Morphine (restore all downs only, restore no health, +2 uses per bag)
- - Should be interactable-with while at full health
- * Morphine, Less Sutures (restore only 1 down per use, contain 2x more uses per bag)
- - Add "heal with full health" as a feature or upgrade?
- FAKs:
- - Technically feature complete. Look into more bases?
- * Restore 1 down per first aid kit?
- - Add "heal with full health" as a feature or upgrade?
- Ammo Bags:
- - Add ammo bag bases (4 planned, not counting standard)
- * Ties from ammo bags (+x ties per use; consumes minimum y% ammo from bag)
- +3/15%?
- * Grenades from ammo bags (+x explosives per use; consumes minimum y% ammo from bag)
- +1/10%?
- Cannot restore "bladed"/non-explosive throwables
- * Throwables from ammo bags (+x throwables per use; consumes minimum y% ammo from bag)
- +3/10%?
- Cannot restore explosive throwables
- * MiniFAKs from ammo bags (heal +x% health per use; consumes minimum y% ammo from bag)
- +50%/10%?
- Must not have full ammo?
- I dunno this is weird, I might scrap it
- ? Ask Carbonhell if I can steal his Ties From Ammo Bags code which I also technically fixed that one time anyway
- Body Bag Case:
- - Add bodybag bases? (2 planned) Honestly there's not a lot I can do here though
- * Extra ties from bodybag cases (Civilian Getthefuckdown kit) (+x ties per use; consumes minimum y bodybags from case)
- +3 ties/1 bodybag?
- * Extra bodybags from bodybag cases (+x bodybags per use or +y% extra bodybag case capacity or +z extra bodybag capacity in inventory?)
- +1 bodybag/100% extra case capacity/+2 bodybag inventory capacity?
- - Might scrap those bases, idk
- Armor Bag:
- - Add armor bag bases (2 planned, not counting 1 normal)
- * Specialist Armorbag
- - I am completely unsure what this was supposed to be, only that somebody suggested it and that it should be flexible
- * Kevlar Plates
- - Straight Outta R6:S.
- - Physical deployable like Doc/ammo bags.
- - Contains [a] uses.
- - Cannot be interacted with when heister already has Kevlar Plates. (Cannot stack)
- - Interaction takes [b] seconds.
- - On interaction, heister gains +[c]% passive damage reduction for the duration of that heist day.
- - On interaction, heister gains +[d] downs for the duration of that heist day.
- - Damage reduction disappears on entering custody (bonus can be regained with an additional Kevlar Plates use)
- - Possible: Has health? After absorbing [e] damage, Kevlar Plates break and must be regained with additional Kevlar Plates use.
- Trip Mines:
- - Can be picked up again? Investigate further.
- - Add trip mine rails ("Compounds") (1 planned, not counting 2 normal/incendiary)
- * Inert Compound:
- - C4 plastic explosive. Tripmines no longer detonate from being shot.
- Possible: Tripmines may only be detonated by manual trigger or laser trigger?
- - Possible: Modify "spotter mode" to mark civilians in stealth/all enemies in loud?
- ECMs:
- - Investigate visual range for ECM feedback
- - Possible: ECM feedback hacks SWAT turrets?
- # Bugs:
- - Fix sentry powerswitch AI attention not resetting
- - Add more bugs to fix later
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