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Teancum

Gametype
Release: Double Agent

25 posts in this topic

Double Agent is a social gametype. Everyone starts out on the same "team", and the gametype selects a Double Agents (the number of DA's is determined in the options). They must eliminate all Agents without being detected. Double Agents see a notification in their HUD, and fellow Double Agents will have a red waypoint. Agents may only kill Double Agents, as traitors get temporarily punished.

 

Options:

  • HOW TO PLAY (an in-game description)
  • Double Agent Count: 1-4 Double Agents (I recommend one Double Agent for every four players total. So 4 double agents in a 16 player game, 2 in an 6-9 player game, etc)
  • Last Agent Standing: Enabled/Disabled (this gives traits to the last agent)
  • Traitor Punishment: Enabled/Disabled (this gives traits to any normal agent who kills another normal agent)
  • Victory Bonus: 1-10 seconds (player ranking is determined by number of seconds alive)

 

https://www.halowaypoint.com/en-us/games/halo4/fileshare/details/119e1865-b9ca-4858-b97c-6174c51632eb

 

Here's a screenshot of what a regular Agent will see in their HUD. Double Agents have a similar type of message, but also have the kill count/Agents remaining in their stats. Fellow Double Agents will have a red waypoint (sorry, the Regicide waypoint was the only one I could get to comply with the other waypoints I was using). The rest of the HUD is off because I grabbed the screen right before "Game Over".

 

81hy.png

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Nice gametype, great for weekend game nights! Any chance of a port to Reach?

 

The code should be mostly compatible. I built about 75% of this in Reach first. I don't mod Halo anymore though.

 

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Before I go ahead and do this, I'd like Teancum's permission.  A bunch of people on XBL have been complaining for a fixed variant.  I'm planning to with your permission to just rewrite this gametype completely and call still call it Double Agent that way people will stop asking.

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Before I go ahead and do this, I'd like Teancum's permission.  A bunch of people on XBL have been complaining for a fixed variant.  I'm planning to with your permission to just rewrite this gametype completely and call still call it Double Agent that way people will stop asking.

I'd rather you call it something totally different if you're going to rewrite it. If I ever come back to fix this and/or update it I want it to be the same base code. Do you know what people list as broken?

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I'd rather you call it something totally different if you're going to rewrite it. If I ever come back to fix this and/or update it I want it to be the same base code. Do you know what people list as broken?

 

You should  totally come back.

 

Halo needs the modders to influence the direction of the franchise!

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You should  totally come back.

 

Halo needs the modders to influence the direction of the franchise!

At this point I doubt we mean much of anything. The devs are all hands on deck with Halo 5 by now, and there's just some skeleton crew running Halo 4.

 

That being said... I hate leaving my projects unfinished. :D

Edited by Teancum

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Heres what community knows doesnt work:

Traitor traits don't apply.

Many times both DAs will die and the round doesnt end.

The initial 2D navpoint text is completely random on players and doesnt reflect when you are a DA or not.

There is no scoring method.

And thats it I believe..

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Heres what community knows doesnt work:

Many times both DAs will die and the round doesnt end.

The initial 2D navpoint text is completely random on players and doesnt reflect when you are a DA or not.

If these two aren't working right then it's an issue beyond me. That basically means it doesn't initialize player "teams" properly. As for scoring, you don't get your points until the round ends to ensure that nobody can use the score as a clue to figure out who the DA is.

 

I'll have to do network-based tests, as we had no issues playing this in a LAN party.

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Nonetheless I do know what the scoring is supposed to do, but it doesn't award points to anyone. I am just giving what I've experienced and heard.

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I'd rather you call it something totally different if you're going to rewrite it. If I ever come back to fix this and/or update it I want it to be the same base code. Do you know what people list as broken?

It's good I asked :P.  I'll name it something different then.  Probably Clue/Murder Mystery.

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Did you have any issues with your waypoints not showing up on certain maps Teancum?  I started my rewrite today, and almost finished it.  I'm having issues with navpoints being visible though.

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Not while testing. I only got reports back from the guys at halocustoms and a few here, but they didn't mention that (that I remember anyway).

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Yeah, for whatever reason, it works all the time in your game type.  I can't seem to get it to work in mine though.  If there is some sort of boundary on the map, it seems to fail to work.  I also for whatever reason couldn't set waypoints on bipeds which I know should work.  I bring this up because hostage rescue has the same issue with waypoints inside boundaries.

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Maybe it's a KSoft vs Nitro thing. I'm not sure to be honest. I had the Visual Studio dlls for Nitro once upon a time, but at that point I'd already become incredibly comfortable with KSoft. You could always use Matt's Wumbo decompiler on my gametype and see what it dumps out. Maybe you just went about it differently.

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Just managed to fix it. I found out that hills are bound by the same issues as vehicles (have to be on map already). I wasn't able to get waypoints to assign to player bipeds on tick, so I rewrote it using player spawn incidents and spawned hills instead. Just tested with bipeds from player spawn incident and that also works. I have the functionality I desire now :smile:

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