tf2classic / tf2classic-feature-proposals

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[Items_Game] Attributes Suggestions I #10

Open SilentFox3 opened 2 years ago

SilentFox3 commented 2 years ago

I know this is decidedly everyone's least favorite part of reading suggestions, next only to weapon suggestions, so I'll only try to offer attributes that would be USEFUL or VERSATILE for modders to use. No gimmicky one-off bull, hopefully, so please bear with me a spell. Thank you.

(You might be able to tell I'm staring at the Live TF2 weapons list while writing this but SHHH QUIET SHUSH these are more general-purpose than even just those)

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(Updated 8/24/22 to add a few more, prefixed with [!]. Sorry for the inconvenience.)

"set_melee_projectile"
- If you ever test something like it, I guess have something like TF_Weapon_Bat spawn a projectile on alt-fire. If said projectile is modifiable, then modders will have a field day with it. Heh.
"mod_player_jumps(_active)"
- General-use modifier for amount of jumps a player has - I'd imagine you could set it up to either grant double / triple jumps, or REMOVE jumps for certain weapons!
[!] "mod_speed_boost_successive"
- On hitting an enemy, your weapon's speed increases up until you miss..? By speed, I'd imagine this extends to everything - firerate, reload speed, etc. An interesting one I think would be useful for a wide bevy of weapons.
"(mini_)crit_airborne"
- From Live TF2, sure, but just all-around useful. Good for any variety of anti-air weapons. Seems simple enough.
[!] "mult_postfiredelay_airborne"
- Fire rate modifiers for when you're in the air! This could be useful for any class that spends time in the air, either as a bonus or a penalty - and not just Soldier!
"mod_rocket_bounces"
- Re-use that old bouncy rocket code!! Can be used to make really strange (but interesting!) projectiles.
"(self_)knockback_on_fire"
-Ridiculously versatile; would like to see this soon. Send not just your enemies back or toward you, but also yourself when you fire your weapon! Fly by shooting gun...
[!] "damage_marks_flammable"
- Pretty obvious the inspiration for this, but would be interesting regardless. Damage dealt with a weapon that has this attribute will make any other attacks have the DMG_IGNITE flag applied to its damage. Afterburn duration is unset this way, but I'd imagine it'd either be default 10s, or depending on how much damage the igniting hit did?

"fuse_mult"
- I'm surprised this ISN'T already functional. Stuff based on Pill-Grenades / Detpack is used often, so having the ability to modify the fuse timer for those would be a lifesaver. Simple enough.
"sticky_arm_time"
- Ditto. In this case, Proxy Bombs are used often, so it's surprising arm-time can't be changed at all yet.
"mod_sticky_attach_mode"
- A tiny bit more niche, maybe an attrib to change how Stickybombs attach to the world? 0 (default) is as they are now, 1 is proxybomb (snaps to walls at fixed angles), 2 is rolling stickies. Just a good bit of choice.
[!] "mod_grenade_bouncers"
- As the name suggests, this would make grenades bounce at a fixed velocity on contact with the world! It'd be neat to see.
[!] "set_aim_movetype"
- Niche, but allows players to crouchwalk and jump while aiming with a Minigun or Sniper Rifle.
"lunchbox_healing_scale"
- Healing modifiers for Lunchbox! A little niche on its own, but combined with a Lunchbox AddCond, it'd offer some nice customization.
[!] "lunchbox_consume_on_use"
- As with above, this would be useful to force certain behavior on Lunchbox items, if you don't want them to be infinite-use (for instance, if it adds an effect, or heals you fully)
"set_melee_radial_attack"
- I believe y'all tested something like this, before? It'd be neat to see return for modders - a modifiable AoE blast when hitting enemies with your melee - maybe have it spawn a rocket that explodes instantly in-code?
[!] "set_dmgtype_chainlightning"
- When you hit someone, a variable amount of targets in a small radius of eachother also get hit one-after-another, closest to furthest Similar but different to the Melee Radial Attack, I'd imagine this as more of a chain-lightning deal. Targets not just players, but buildings and SOME projectiles...
"set_custom_building_model_prefix(_sentry/_disp/_tele)"
-A complicated one I don't expect any work on, but - for Buildables, set the input string here as a prefix to look for custom models ("dispenserizer" would look for dispenserizer_light, dispenserizer_blueprint, dispenserizer_lvl3... etc)

"damage_heals_allies"
- General-purpose if possible!! When hitting an ally, heal them by some amount based on the wep's base damage + falloff. Not just Medic, but everyone would gain some interesting potential with this.
[!] "taunt_health_regen(_allies)"
- On taunting, regenerate some health! If applicable, also heal some allies around you. Simple. This is already a part of the Kritz / Live Amputator, but it'd be nice to see as a more general attribute...
"mod_weapon_headshot"
- Headshot damage toggle! If on, weapon unconditionally can crit / headshot when hitting the head hitbox - hitscan, melees, explosives. Funny and useful.
[!] "explosive_headshot"
- Self-explanatory, a fully-charged shot or headshot will explode in a radius around the target!
"mult_postfiredelay_scoped"
- Surprised this isn't in already, or even part of the base fire rate modifiers. In any case - modifier for fire speed when scoped in. Simple enough.
"(mini)crit_from_behind"
- Damage you do with will crit / minicrit if you damaged them from behind. Good for ambush-y weapons, also good for non-backstab Knives so Spy still does his job
[!] "set_sapper_ammodrainer"
- This is a pipe-dream, but I've always been partial to giving Spy more "gadgets". In brief, this would change the sapper to a throwable that emits AOE pulses that silently drains ammo from enemy players and buildings, but otherwise does no damage. Expires after 12s, or can be destroyed like a Stickybomb on the floor by just shooting at it (It has 25 HP)

"add_civ_aura_enable(_active)(_on_use)"
- For TF_Weapon_Umbrella, on non-Civilian classes, allows them to use the Defensive Aura that usually surrounds Civ (maybe even when firing the weapon). Can then modify that to any bevy of other stuff w/ existing attribs...
"mod_projectile_no_explode"
- Just a backend thing so Rockets and Grenades either just fizzle or disappear when they usually explode.
"set_kill_effect"
- Honestly setting if someone gibs, gets decapitated, fizzles, or etc. on death via one single attribute would be nice, and funny. Funnier if it's bitflags and the game just rolls randomly which to choose.
"explosive_bullets"
- Already in; but make it work on Melee... it'd be funny.
"mult_bullets_per_shot"
- Already in; Currently, this only works on hitscan bullets! It'd be nice to have this extended to all projectiles as well - modders would get a lot out of it. A lot...
[!] "hit_self_on_miss"
- I just miss it, okay!? Heh.

"add_attack_addcond"
- Adds a condition to yourself when you fire / swing your weapon! Simple.
"add_onkill_addcond_self"
- Adds a condition to yourself when you get a kill! Simple
"add_onhit_ally_addcond(_self)"
- Adds a condition to either you or your teammate when you hit them with your weapon. Does NOT need to be melee.
[!] "add_blastjump_addcond"
- Adds a condition to yourself when you're in the blast-jumping or knocked state for any reason.
"add_lunchbox_addcond"
- Add a condition when eating a Lunchbox item!
"add_on_building_kill(_death)_addcond"
- Add a condition when your building gets a kill or dies...?
"add_ubercharge_addcond(_self)"
- Add a condition when ubercharging!
[!] "add_onhit_charged_addcond"
- Adds a condition to enemies when you hit them with a charged shot with a Sniper Rifle
"add_backstab_addcond(_self)"
- Add a condition when you backstab, or would otherwise backstab with a TF_Weapon_Knife

...This is a lot, and more to get it out of my mind and somewhere useful-ish. I honestly don't expect you to add most of these even, or even look at this, but they're good food for thought if you happen to be making weapons that just... coincidentally? Brush up near some of these...

Milkman68 commented 2 years ago

Here’s my contribution to this thread. (I removed any duplicates from the above post.)