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more alternate game modes?

Open Die4Ever opened this issue 3 years ago • 8 comments

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

Die4Ever avatar Sep 06 '20 05:09 Die4Ever

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');

Die4Ever avatar Sep 07 '20 18:09 Die4Ever