by
Published on March 28th, 2012 11:46 AM
We will be using HL2RP as a base template for our script, and from there it can be modified to fit any setting.
Implemented:
-
Scripted entities such as combine locks, ration dispensers, door breaching charges etc.
- Get all of the sounds for the Combine Sound System.
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Fix animations for certain models
- Overwatch animations apart from standing, holstered
- Metropolice unholstered animations
- Citizens(?)
To-do:
-
Civil Protection and Overwatch radio sounds
- Starting and ending beep for each message sent by the client
- If a client says "Amputate", play the sound serverside so that anyone near them can hear it.
- If a client says "Amputate" over the radio, play the sound serverside so that anyone near them can hear it, and play the sound clientside for anyone currently on the Civil Protection and Overwatch teams.
- If a client says "I'm going to get my fucking leg amputated", the sound will not play. Only when the specific phrase that matches the sound will trigger it.
- When a grenade is in a certain radius of a unit, play the "bouncer" sound automatically, both serverside and through the radio, and make the client say "/r Bouncer, bouncer!" --Make sure only one unit does this at a time so that when four units have a grenade near them you won't hear it four times.
- When a unit takes damage from a gun, dispatch asks all units to report through radio. All units then play a sound reporting status but are still expected to report it by themselves over radio through chat. The sounds play serverside from all units, so citizens near them can hear both dispatch and the specified unit talking. Maybe some way to prevent it from playing twice if there's two units in a certain radius to prevent it from being played twice in the same area.
- When a CP/Overwatch unit breaches a door, play a certain sound.(specified later)
- Occasional random dispatch radio sounds asking/ordering units to do things, units play sounds as well as replies.
-Weapons
- Shotguns blow down prop_door_rotating, make sure to apply force to the door so that it doesn't get stuck in the doorway. It needs to be blown open.
Red means that the item still needs to be scripted.
Orange means that the item is being worked on.
Yellow means that the item is done and is awaiting bug testing/implementation.
Green means that the item is finished and has been implemented.