offyerrocker

Equipment Mods: TODO

May 4th, 2018 (edited)
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  1. **Moderately Thorough To-Do List To Self For Equipment Modparts**
  2.  
  3. Note:
  4. "base","rail", and "alt_mode" are generic internal names for the three deployable upgrade slots.
  5. Not all deployables have all upgrade slots.
  6.  
  7. === Done: ===
  8. # Working effects for:
  9. Sentries:
  10. - Sentry mode powerswitch ("Stealth Mode")
  11. - Sentry mode tracer ammo
  12. - Sentries intimidate civilians (using code from a previous mod)
  13. FAKs/Doc Bags:
  14. - Heal players directly with Doc Bags/FAKs (using code from a previous mod)
  15. (FAKs are complete)
  16. Trip Mines:
  17. (Bases are complete)
  18. (Alt modes are complete)
  19. - Custom laser vector
  20. - Remote detonation
  21. - Waypoint key and remote interaction (detonate/set laser/toggle stealth vs loud mode)
  22. # Save and verify modparts attached to loadouts/outfits
  23. # Skill tree requirements for certain modparts
  24. # Integration with HoldTheKey
  25. # Custom waypoint display text
  26.  
  27. === To Do: ===
  28. # General:
  29. * Write netcode to sync modparts to host/other players in lobby.
  30. - Host stores upgrades per-client
  31. - Upgrades are synced from client to host:
  32. - On join game
  33. - On switch loadout in preplanning
  34. - Host trusts client information since skill information is not sent
  35. - On client requesting deployable placement, host checks client ID against stored modparts upgrade list and spawns corresponding deployable
  36. CONTROLLED BY CLIENT:
  37. Bodybag inventory space
  38. COMMANDED BY CLIENT AND SYNCED TO HOST:
  39. Tripmine commands (alt modes, remote interactions/remote detonate command, custom laser vector)
  40. Sentry commands (alt modes)
  41. Standard interactions (including Kevlar Plates)
  42. CONTROLLED BY HOST:
  43. Tripmine marking enemies? Check how it's done in the basegame
  44. Everything else
  45. * Add modpart "attachment" icons to deployables when in use.
  46. * Acquire virgin/goat/virgin-goat to sacrifice in order to do custom menus for modparts
  47. * Do Custom menus for modparts
  48. Display:
  49. - Custom image
  50. - Name
  51. - Description
  52. - Deployable model preview w/modparts? Not a high priority.
  53. Use QuickMenu temporarily?
  54. * Buy mop to clean up virgin-goat blood
  55.  
  56. # Features:
  57. * Investigate controllable player turret (multiplayer compatible)
  58. * Finish integration with "Save The Civilians!" and "Heal Players Directly"
  59.  
  60. For ALL DEPLOYABLES:
  61. - Add Waypoint/Remote Interaction key to ALL deployables
  62. (Places a waypoint on each deployable of yours when you press/hold a keybind)
  63. * Figure out how to select/interact with a possible maximum of 21 deployables (14 + 7) ...
  64. * Use TF2 spy quickswitch style w/ keys 1-5?
  65. * Add toggle/hold behaviour setting
  66. - Possibly add the ability to pick up certain deployables like one can with sentry guns?
  67. Sentries:
  68. - Add new sentry gun weapon bases (6 planned, not counting the 2 normal/suppressed bases)
  69. * Add weapon model in game with an angle/position consistent with the sentry's aim angle/position
  70. * how do i shot web
  71. - Add sentry gun rails (6 planned, counting new default)
  72. * Explosive Failsafe (default upgrade- sentry explodes when killed)
  73. * Tactical Laser
  74. * Assault Light
  75. * ROF increase
  76. * ROF decrease
  77. * Ammo increase
  78. * Repairable sentries?
  79. - Add sentry gun alt modes (1.5 more planned, plus 2.5 functioning)
  80. * Investigate "wrangler"/BLPS Wilhelm+Wolf style targeting/merge with controllable player turret?
  81. * Another ammo increase (secondary pool)
  82. * Fix powerswitch (see #Bugs)
  83. ? Ask Schmuddel if I can steal his electrified sentries code
  84. ? Ask Subsimple if I can steal his sentry lasers code which I technically fixed that one time anyway
  85. Doctor Bags:
  86. - Add doc bag bases (3 more planned, not counting default; 1 functioning)
  87. * One EXTRA THICC doc bag
  88. * More Sutures, Less Morphine (restore all downs only, restore no health, +2 uses per bag)
  89. - Should be interactable-with while at full health
  90. * Morphine, Less Sutures (restore only 1 down per use, contain 2x more uses per bag)
  91. - Add "heal with full health" as a feature or upgrade?
  92. FAKs:
  93. - Technically feature complete. Look into more bases?
  94. * Restore 1 down per first aid kit?
  95. - Add "heal with full health" as a feature or upgrade?
  96. Ammo Bags:
  97. - Add ammo bag bases (4 planned, not counting standard)
  98. * Ties from ammo bags (+x ties per use; consumes minimum y% ammo from bag)
  99. +3/15%?
  100. * Grenades from ammo bags (+x explosives per use; consumes minimum y% ammo from bag)
  101. +1/10%?
  102. Cannot restore "bladed"/non-explosive throwables
  103. * Throwables from ammo bags (+x throwables per use; consumes minimum y% ammo from bag)
  104. +3/10%?
  105. Cannot restore explosive throwables
  106. * MiniFAKs from ammo bags (heal +x% health per use; consumes minimum y% ammo from bag)
  107. +50%/10%?
  108. Must not have full ammo?
  109. I dunno this is weird, I might scrap it
  110. ? Ask Carbonhell if I can steal his Ties From Ammo Bags code which I also technically fixed that one time anyway
  111. Body Bag Case:
  112. - Add bodybag bases? (2 planned) Honestly there's not a lot I can do here though
  113. * Extra ties from bodybag cases (Civilian Getthefuckdown kit) (+x ties per use; consumes minimum y bodybags from case)
  114. +3 ties/1 bodybag?
  115. * Extra bodybags from bodybag cases (+x bodybags per use or +y% extra bodybag case capacity or +z extra bodybag capacity in inventory?)
  116. +1 bodybag/100% extra case capacity/+2 bodybag inventory capacity?
  117. - Might scrap those bases, idk
  118. Armor Bag:
  119. - Add armor bag bases (2 planned, not counting 1 normal)
  120. * Specialist Armorbag
  121. - I am completely unsure what this was supposed to be, only that somebody suggested it and that it should be flexible
  122. * Kevlar Plates
  123. - Straight Outta R6:S.
  124. - Physical deployable like Doc/ammo bags.
  125. - Contains [a] uses.
  126. - Cannot be interacted with when heister already has Kevlar Plates. (Cannot stack)
  127. - Interaction takes [b] seconds.
  128. - On interaction, heister gains +[c]% passive damage reduction for the duration of that heist day.
  129. - On interaction, heister gains +[d] downs for the duration of that heist day.
  130. - Damage reduction disappears on entering custody (bonus can be regained with an additional Kevlar Plates use)
  131. - Possible: Has health? After absorbing [e] damage, Kevlar Plates break and must be regained with additional Kevlar Plates use.
  132. Trip Mines:
  133. - Can be picked up again? Investigate further.
  134. - Add trip mine rails ("Compounds") (1 planned, not counting 2 normal/incendiary)
  135. * Inert Compound:
  136. - C4 plastic explosive. Tripmines no longer detonate from being shot.
  137. Possible: Tripmines may only be detonated by manual trigger or laser trigger?
  138. - Possible: Modify "spotter mode" to mark civilians in stealth/all enemies in loud?
  139. ECMs:
  140. - Investigate visual range for ECM feedback
  141. - Possible: ECM feedback hacks SWAT turrets?
  142.  
  143. # Bugs:
  144. - Fix sentry powerswitch AI attention not resetting
  145. - Add more bugs to fix later
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