Skal implementeres/fixes/laves: - Build water towers - New weapon classes - Weapon_Tower (Proj_Tower) - Tower_Krall - Tower_LaserCannon - Tower_Nali - Tower_RingOfFire - Tower_Slith - Tower_WarLord - Weapon_WaterTower (Proj_WaterTower) - Rocket - Mesh created as decoration - nothing more done. -!! Stats part beeing rewritten from multiplayer to single player and updated: - FIX!! stats don't get saved correct, will not load correct after mapswitch - Make it so the map gets listed in the stats as beaten if beaten - make function to grab mapname and ship it to stats class in the successfull endgame (done) - make stats class see if mapname variable is not empty and then add map to database if not there already(done - needs checking) mapname must match the one defined in the ini file(s) e.g. PB-Gates (done) - make so Mapvote menu looks for current selected map in stats - display as beaten or unbeaten. (stamp over screenshot "beaten" of so) - Ring of fire Tower: fix that damn firing grrr... works good depending on position its placed hmmmm? - Towers: Fix flickering - check UnrealGeckos feedback about sightraduis getting pasted on cieling too? damn.... - ScriptWarning: Boulder PB-Gates.Boulder0 (Function UnrealShare.Boulder.PostBeginPlay:003C) PlayAnim: Sequence 'Pos2' not found in Mesh 'Skaarjw' - ScriptWarning: PBMutator_Damage PB-Gates.PBMutator_Damage1 (Function PopBalloons_Actor.PBMutator_Damage.MutatorTakeDamage:0115) Accessed None ScriptWarning: PBMutator_Damage PB-Gates.PBMutator_Damage1 (Function PopBalloons_Actor.PBMutator_Damage.MutatorTakeDamage:02E3) Accessed None (muligvis access none når man skader sig selv - set før start ved åben menu - så falder man lidt ned og skader sig selv... mulig årsag!) - F1 (Scoreboard) - Don't show score, instead just draw rank as on top on HUD. - Display a list of all maps - display if map is beaten - display how many times map is played - Summoning: Remove option for player to summon weapons - Freeze Effect: Fix so freeze mesh don't stick when balloon pop (effect actor?), try check if effect != none then destroy that too? - HUD - Menu: Fix the upgrade menu, seems to be broken when have spawned multiple towers if scrolling down too much? - Balloons: - add timer to check if they are still 'on target' towards next destination actor. - Compiling - Fix the annoying 11 errors caused by the mesh - F2 Menu: Make a menu where the player can navigate through and find info about: - Weapons - Towers - Controls - Statistics (which maps are completed - per difficulty) - About - Concept - Who coded it - Credits - Who helped with betatesting/ideas - Authors of stuff borrowed if any - Maps: - Create screenshots for the maps - used in mapvote - PB-Gates done - PB-UpUpAndAway done - PB-EasyPeasy done - PB-GothicArena done - Check if Cold Breeze weapons frozen code has been broken when making Nali tower??????????? - fix player movement when in menu - F2 screen must be rewritten as weapons are now in menu Weapons: - Enforcer (default, pops 1 layer/shot, cost: none) - GlueGun (pops 2 layers/shot,pops up to 20 layers/alt shot, cost: $2/shot) - ShockRifle (pops 3 layers/shot, pops 8 layers/alt shot, cost: $3/shot, drains balloon) - PulseGun (pops 3 layers/shot, pops 3 layer/sec/alt shot cost: $2/shot) - RazorJack (pops 4 layers/shot, pops 6 layers/alt shot, cost: $3/shot) - FlakCannon (pops 4 layers/chunk, pops 15 layers/alt shot, cost: $5/shot) - RocketLauncher(pops 10 layers/shot, 12 alt, cost: 8$/shot) - SniperRifle (pops 10 layers/shot, cost: 10$/shot) - Minigun (pops 2 layers/shot, cost: 3$/shot) - UZI (pops 2 layers/shot, cost: 2$/shot) - ColdBreeze (pops 2 layers/shot, cost: 10$/shot, slows and drains balloon) Placeable Towers: 0- Krall - upgradelevel1: Enhanced Line of sight (2x sightradius) - upgradelevel2: Explosive shell (Adds explosion on impact) - upgradelevel3: Master of arms (fires two projectiles instead of one) 1- Slith - upgradelevel1: Enhanced line of sight (2x sightradius) - upgradelevel2: Sticky venom (Adds glue to the target) - upgradelevel3: Master of arms (fires two projectiles instead of one) 2- laser cannon (works, but fix so it rotates towards target better, it's not perfect yet, also fix sight radius texture to match radius) - upgrade 1: larger sight radius + faster firing speed (0.4) - upgrade 2: larger sight radius + faster firing speed (0.3) - upgrade 3: larger sight radius + faster firing speed (0.2) 3- Warlord - upgrade 1: faster fire + greater damage - upgrade 2: faster fire + greater damage - upgrade 3: faster fire + greater damage 4- Nali Tower (slow target 25%) - Upgrade 1: slow target 50% - Upgrade 2: slow target 75% - Upgrade 3: freeze target for 5 seconds 5- Ring Of Fire - Upgrade 1 - Upgrade 2 - Upgrade 3 Upgrades: 6- Camo Detection - *Add upgrades!! Groups: - small (All weapons can pop the layers) - metal (PulseGun, ShockRifle,GlueGun, RocketLauncher & BioRifle can pop the layers) - clay (RazorJack, GlueGun) - liquid(Enforcer, RazorJack, SniperRifle, Minigun) - Camo (requires camo detection upgrade to pop) Balloons: (Types: Standard, Metal, Clay, Liquid) - standard - small - red (layers: 1, speed: 1.000000, key: 1) - blue (layers: 2, speed: 1.100000, key: 2) - green (layers: 3, speed: 1.200000, key: 3) - Yellow(layers: 4, speed: 1.300000, key: 4) - Purple(layers: 5, speed: 1.300000, key: 5) - White (layers: 6, speed: 1.400000, key: 6) - Black (layers: 7, speed: 1.500000, key: 7) - Regen - red (layers: 10, speed 1.000000, key: 8) - blue (layers: 15, speed 1.300000, key: 9) - green (layers: 20, speed 1.600000, key: A) - white (layers: 30, speed 2.000000, key: B) - big red (layers: 350, speed: 1.000000, key: C) shoots towards all players each 5 seconds after beeing shot first time - big blue (layers: 400, speed: 1.200000, key: D) shoots towards all players each 4 seconds after beeing shot first time - big green (layers: 450, speed: 1.400000, key: E) shoots towards all players each 3 seconds after beeing shot first time - big yellow (layers: 500, speed: 1.600000, key: F) shoots towards all players each 2 seconds after beeing shot first time - zeppelin - red (layers: 100, speed: 0.500000, DrawScale=0.40, key: V) - blue (layers: 200, speed: 0.400000, DrawScale=0.45, key: W) - green (layers: 300, speed: 0.300000, DrawScale=0.50, key: X) - Yellow(layers: 400, speed: 0.250000, DrawScale=0.55, key: Y) - Purple(layers: 500, speed: 0.200000, DrawScale=0.60, key: Z) - metal (first spawned in round 12) - red (layers: 10, speed: 1.300000, key: G) - blue (layers: 15, speed: 1.400000, key: H) - green (layers: 20, speed: 1.500000, key: I) - yellow(layers: 25, speed: 1.600000, key: J) - clay (First spawned in round 15) - red (layers: 10, speed: 1.300000, key: K) - blue (layers: 15, speed: 1.400000, key: L) - green (layers: 20, speed: 1.500000, key: M) - yellow(layers: 25, speed: 1.600000, key: N) - liquid (spawned from round 10) - light (layers: 10, speed: 1.300000, key: O) - blue (layers: 15, speed: 1.400000, key: P) - green (layers: 20, speed: 1.500000, key: Q) - red (layers: 25, speed: 1.600000, key: R)