deus-ex-randomizer
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more alternate game modes?
Horde mode? could maybe even let the player place turrets, buy bots? randomly placed explosive/gas barrels/crates? randomly spawn LAMs and gas grenades and stuff for the player to find?
"Stick to the Prod" mode, gotta make use of those fire extinguishers! new module DXRRestrictedWeapons with a config for a whitelist of weapon classes? would have to use a timer until I get the new compiler working
"Stick to the Prod+" could also allow some other weapons like gas grenades, emp grenades? Maybe baton? Crossbow with only tranq darts?
"Don't Give Me The GEP Gun" would ban the GEP gun
"Ninja" mode - only weapons allowed are the sword and throwing knives, probably need to buff throwing knives or make the low tech skill help them more in range and projectile speed
something like Dead Rising or Zombies Ate My Neighbors?
built-in bingo?
Paul Is Missing? like Mario Is Missing?
New Game+ - after the credits can go back to the first level, maybe show a menu for some settings keep your augs and your skills keep or lose your skill points? keep (some of?) your items lose your nanokeys, notes, goals new seed or same seed? increase difficulty? keep track of how many times you've looped
from ScriptedPawn
var bool bLookingForEnemy; // TRUE if we're actually looking for enemies
var bool bLookingForLoudNoise; // TRUE if we're listening for loud noises
var bool bLookingForAlarm; // TRUE if we're listening for alarms
var bool bLookingForDistress; // TRUE if we're looking for signs of distress
var bool bLookingForProjectiles; // TRUE if we're looking for projectiles that can harm us
var bool bLookingForFutz; // TRUE if we're looking for people futzing with stuff
var bool bLookingForHacking; // TRUE if we're looking for people hacking stuff
var bool bLookingForShot; // TRUE if we're listening for gunshots
var bool bLookingForWeapon; // TRUE if we're looking for drawn weapons
var bool bLookingForCarcass; // TRUE if we're looking for carcass events
var bool bLookingForInjury; // TRUE if we're looking for injury events
var bool bLookingForIndirectInjury; // TRUE if we're looking for secondary injury events
function SetOrders(Name orderName, optional Name newOrderTag, optional bool bImmediate)
{
local bool bHostile;
local Pawn orderEnemy;
switch (orderName)
{
case 'Attacking':
case 'Fleeing':
case 'Alerting':
case 'Seeking':
bHostile = true;
break;
default:
bHostile = false;
break;
}
if (!bHostile)
{
bSeatHackUsed = false; // hack!
Orders = orderName;
OrderTag = newOrderTag;
if (bImmediate)
FollowOrders(true);
}
else
{
ReactionLevel = 1.0;
orderEnemy = Pawn(FindTaggedActor(newOrderTag, false, Class'Pawn'));
if (orderEnemy != None)
{
ChangeAlly(orderEnemy.Alliance, -1, true);
if (SetEnemy(orderEnemy))
SetState(orderName);
}
}
}
function FindOrderActor()
{
if (Orders == 'Attacking')
OrderActor = FindTaggedActor(OrderTag, true, Class'Pawn');