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- TODO:
- BaseEntity:
- Damage based on velocity of impact
- Velocity exchanged based on velocity of both parties
- Radial and Point Damage distributing to Components
- BaseComponent:
- Set up damage systems
- Make component "blast off" when destroyed, generating a free floating pick up
- Create Hookup functionality, called when a BaseComponent is hooked into a ship
- Investigate making all components APEX destructible
- BaseHull:
- Provide loadable mesh name
- Provide Socket analysis
- Provide mass if not already available
- Loads mesh on Hookup
- DerivedHull:
- For each mesh we have, create a Hull that sets it up appropriately
- BaseShip:
- When hooking up components, attach them to sockets if available
- Energy and Ammo system stubs
- Augment Move to fire Thrusters if move successful
- Augment Fire to have Recoil if applicable
- Create WeaponChange system
- Investigate a LinkedWeapons system
- Create FriendOrFoe system
- Create Team system (list of ships associated with you directly)
- BaseMunition:
- Create Requirements API
- Add Target var
- Add hook to call when hitting enemy
- Enforce having a hull
- PeashooterMunition:
- Use a Hull rather than a raw Mesh
- Make fully Physic'd if not already
- Put as much functionality into BaseMunition
- DerivedMunitions:
- Create BulletMunition (fires point based shot)
- Create ShotgunMunition (fires multiple point based shots in a configurable pattern)
- Create KineticMunition (fires extremely fast projectile)
- Create BombMunition (fires with an arc like a mortar)
- Create MineMunition (places behind ship with no or min velocity, explodes depending on fuse)
- Create MissileMunition (fired in a parabolic arc, homes on target, has limited fuel, fires attached Weapons after delay)
- Create TorpedoMunition (fires in straight line, homes on target, has limited fuel, explodes depending on fuse)
- Create BeamMunition (continuous fire of beam that damages on touch, moves near instantly)
- Create PlasmaMunition (expands and contracts as it moves, can be charged)
- BaseThruster:
- Give BaseThruster an editable FString for the name of the Thruster Effect
- Load UClass on Hookup
- Create Fire function, nearly identical to Weapon's Fire function, which fires Thruster effect
- BaseWeapon:
- Give BaseWeapon an editable FString for the name of the Munition to fire
- Load UClass on Hookup
- Return Project on Fire (as an optional, so we can check if firing occured at all)
- DerivedWeapons:
- Create PointEnergyWeapon
- Create ChargedEnergyWeapon
- Create ContinuousEnergyWeapon
- Create ROFAmmoWeapon
- Investigate other weapont types
- BasePlayerShip / PlayerAI:
- Create Mouse controls
- Fix Keyboard controls
- Create Keyboard Only controls
- Create Touch controls
- Create Gamepad controls
- Make Camera adjustable
- BaseEnemyShip:
- Move functionality out of ExperimentalEnemyShip into here
- DerivedAI:
- Create BaseNPCAI class
- Create Execution API (takes a set of points, moves ship through them while avoiding others)
- Create LeaderAI (Provides leadership role and AI)
- Create SuppressorAI (Lays down covering fire/forces enemy ship to move)
- Create AttackerAI (Shoots at enemy ship from a safe position, prefers light arms)
- Create GrenadierAI (Shoots at enemy ship from a safe position, prefers heavy arms)
- Create ScoutAI (Rushes enemy ship)
- Create EscortAI (Stays near priority ships, protects them)
- Create EngineerAI (Restores/Enhances near by ships)
- Create SniperAI (Stays away and takes shots from a distance)
- Create StealthAI (Circles around the enemy ship, keeps hidden)
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