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Teancum

Modding
Teancum's WIP Gametypes

44 posts in this topic

(migrating this from 7S)

 

 

Halo 4 WIP updates for released gametypes

Haloball 2.0 updates

  • Updated Option: Vehicle-friendly Loadouts: Enabled/Disabled -- now solely relies on traits
  • Option: Weaponless: Disabled, Players only, Vehicles only, Both
  • Option: Idle Ball Popup: Disabled - 30 seconds -- pops the ball up after a specified time if it's not moving. Useful when it's stuck in a corner, etc
  • Option: Goal klaxon: Disabled, Enabled -- plays a sound upon a goal
  • Option: Goal effect: None, Explosion, EMP Pulse
  • hb_decoration label -- forge artists can now add flags, electric sparks from Extraction, and power up Dominion equipment to make Haloball matches more aesthetically interesting
  • Option - Player Appearance: Spartan, Flood

Stuff from current release:

  • Object hide and delete support
  • Spawn sequence for goal zones determine points scored
  • Currently supports only one ball. Support for more may be added in the future
  • Option - Ball Location Visible: Enabled/Disabled
  • Option - Goal Location Visible: Enabled/Disabled
  • Option - Goal Boundary Visible: Enabled/Disabled
  • Option - Force vehicles: Mongoose/Warthog/Ghost

Forging Haloball:

  • hb_goal - at least two total, at least one per team. SpawnSequence determines point value. Multiple goals per team should work, but have not been tested.
  • hb_ball - at least one, Spawn Time must be set to 1 in Forge. Only one is currently supported. More may work, but have not been tested.
  • hb_ball_spawn - Where the ball returns after a goal (NOT if the game engine deletes it)
  • hb_hide - hides a Forge piece. Useful if you want to have invisible walls/ceilings
  • hb_delete - deletes a required object as soon as the game loads. Note that all vehicles must be tagged with this (you must place one instance of each vehicle, then so gametype can respawn them if someone wants to play with vehicles on)

You must have one ball, labeled hb_ball, and at least one goal per team (attacker, defender). Set the label hb_goal. hb_ball_spawn is where the ball will go once a goal has been scored. You must also place one mongoose, one ghost, and one warthog. Mark each with the hb_delete label. This allows the gametype to let players spawn in vehicles if they so choose.

 

Machinima 2.0 updates

  • New option: Assassination Speed: 50%, 100% (normal), 150%
  • New option: Start Weaponless: Disabled, Enabled
  • mach_spawn can now also control spawning a red blinking oddball red (UserData == 16)
  • You can make vehicles weaponless by applying the mach_trigger label to them and setting
  • Major change: player_scale will be merged into player_appearance. To change appearance use SpawnSequence, to change scale use UserData. This is to free up a necessary label.
  • New label: mach_checkpoint. This is the only "points" system in the game. It allows people building puzzle maps to give players points for progression. Like Race, it stars with SpawnSequence = 0 and goes up until the last SpawnSequence, forcing players to progress along a proper channel. UserData will determine points awarded, and the Score To Win game option will give forgers a chance to set the winning score.
  • New option: Puzzle Mode: Enabled/Disabled - If enabled, stats are given on the player's HUD, such as total time (since touching the initial mach_checkpoint label) and current checkpoint # out of total checkpoints. For example, they might see this: TIME ELAPSED: 0:47 - CHECKPOINT 1/9
  • New options: Puzzle respawn at checkpoint: Enabled/Disabled - If enabled, players will respawn at their last checkpoint. If teleporters are used for instances where people fall off (think Achievement Hunter's Halo Horse) then they will teleport back to their last checkpoint.

 

Stuff from current release:

  • Un-hide object state - For hidden objects, when a player steps into the mach_show boundary, should it reappear only when inside the boundary, or until the map is reset?
  • Flag Carry Type - Standard (flag/magnum) or Speedflag (strapped to back - still experimental)

Forge labels (again, for things that can't be done normally via Forge, but could be useful in a machinima map)

  • mach_spawn - spawns a non-forgeable object based on the User Data setting: List if below
  • mach_trigger - 'turns on' things like the turrets, etc. Tied to spawn sequence, so you can have certain items spawn based on your which one you 'activated'. Dominion items can still be set to a specific team if teams are enabled. Monitors can also display different presets (sorry, no custom text) via the User Data setting. Things such as "Resupplying" and "Fortifying" can be displayed. Turret monitors don't have anything other than a readout for a turret. Valid values of the monitor's User Data are 1-6. A player must stand inside the boundary of mach_trigger to activate things. Thus it's useful to add a second label, mach_show_boundary so you can see the boundary for the trigger (off camera players could easily activate this).
  • player_appearance - Changes appearance based on User Data: 1 = Spartan, 2 = Flood, 3 = Invisible (just weapons and armor ability are visible). Like mach_trigger you must step inside the boundary to change appearance.
  • player_scale - Will scale an item by its User data Setting. Starts with 1 (25%) and increases to 11 (300%) in 25% increments. Like mach_trigger you must step inside the boundary to change size. Note that while players can still be hurt at any size, their collision stays the same size. Something fun to try: When you change scale it's not instant, the player grows or shrinks. Try lining a bunch of these up and timing it perfectly to grow from 25% to 300% without any stuttering.
  • attach_parent and attach_child. These are tied with User Data. For example, if a Banshee is set to attach_parent and has a User Data of 1, and a Mantis is set to attach_child and has a User Data of 1, the Mantis will attach itself to the Banshee. Note that the child object will have no collision.
  • mach_hide, mach_delete - Makes an object invisible or deletes it entirely. Spawn sequence can delay this. User Data can tie to object_show to un-hide things on a per-item basis
  • mach_show - Shows any item that has been hidden and has the same User Data setting as mach_hide
  • mach_scale - Will scale an item by its User data setting. Valid numbers are 1-100, and each number is 1/2 of the scale size. For example, a User Data setting of 25 will scale an item to 50% of its size, while 100 would scale it to 200%. Physics and collision do not scale, so for example a Mongoose set to 50% will still have a collision box like normal, and it will easily tip over when driving.
  • mach_dropflag - Drops the flag, or any other object that cannot normally be dropped, such as certain versions of the extractor
  • mach_show_boundary - will show any boundary for an object with this label. Useful if you have your player_scale or player_appearance objects off-camera and want to have actors (players) run off screen to "change clothes". Can also be used simply to show a boundary. For example, this could be combined with mach_dropflag to have a 'mock game' of CTF for the filming.
  • reset_map - Ends the round (to reset map)

mach_spawn User Data values (number corresponds to the number you should use to get this item to spawn):

  • 0 - Oddball
  • 1 - Extractor with bomb attached: can be picked up, must walk through mach_dropflag to drop it (it returns to the spawn point)
  • 2 - Bomb: it can't be picked up, it doesn't animate like in Extraction, and constantly makes noise, but hey, there you go
  • 3 - Extractor without bomb: can be picked up, must walk through mach_dropflag to drop it (it returns to the spawn point)
  • 4 - Target Designator
  • 5 - King of the Hill explsion: An effect that loops. It's red, has two "spires" coming out of it, and will drain your shields if you get too close.
  • 6 - Extraction effect: An electrical, skinny spiral effect about twice the size of a spartan. It happens in extraction when the extraction containers appear
  • 7 - Flag: When teams are enabled you can set the mach_spawn item to any team color and the flag will be that color. In FFA it's black. Anyone can pick it up, but it can only be dropped by walking through mach_dropflag
  • 8 through 15 - These are the alternate skins for in-game weapons that can be unlocked through specializations. None of the preorder or DLC skins are available here. Don't want to make waves with 343i/Microsoft.

_________________________________________________________________________________

 

Assault 2.0 updates

  • Fixed waypoints for bomb carrier
  • Option: Disable Ball throwing
  • Converted using Halo Reach code as a base. Has Multi-Bomb, One-Sided, and Neutral built in
  • Oddball replaces original bomb, as there is no bomb in the proper sense in Halo 4
  • Oddball blinks red when armed (requires Title Update 7 or later)
  • Shield-draining explosion happens when bomb detonates
  • Some medals added for increased awesome

Halo 4 Works in Progress

_________________________________________________________________________________
 

None currently -- all projects are being updated

 

Halo 4 "To-Do Wishlist" (in order of personal preference)

 

_________________________________________________________________________________
 

Jailbreak


  • Based on the popular Unreal Tournament/Quake series of mods
  • Team battle. When you die, you go to "jail". The only way to respawn is if a teammate sets you free.
  • Halo 4's version would utilize Last Man Standing tactics. If you die early on, you can't respawn. The bonus to that is that if you're in a team chat you can follow teammate's cameras and warn them of dangers
  • To free teammates players simply stand in the "jailbreak" hill of the opposite team for three seconds
  • Uses CTF labels so it can be played on any map that already supports CTF

 

Halo Reach Releases and Works in Progress

 

Gun Game - Work in Progress

  • Now about 95% complete. Still working out a few bugs. In the video below you'll see some debug output on the screen that won't be there in the final build
  • Randomized weapons won't work with the tools I have, so there are five Weapon Progression options: Mixed Bag, Covenant, UNSC (with a few Covy weapons since there aren't 12 UNSC weapons), Melee Madness (which includes some non-normal weapons like the flag), and Precision Weapons (some weapons are used twice here)
  • I have a fix in place that automatically gives you the weapon back should you drop it. It only applies to special weapons like turrets or the flag, but it ensures you don't get stuck on a tier. Dropped weapons are automatically cleaned up by the gametype code.
  • I plan to add an option for Player Appearance: Spartan, Elite or Random. Looking into the Infection code (for other reasons) it's super easy to do.
  • I had hoped to do a straight port, with a few exceptions. After fixing things Reach couldn't do natively I still had to do much more. Probably only 30-50% of the original code remains, but it still plays the same.


SDyj8ksg-eA

_________________________________________________________________________________
Training grounds - Planning stage
  • Since we can spawn both spartans and elites in Reach, and can also specify several variants, adding a sort of "cardboard popup" training ground is totally feasible. Elites and Spartans with no AI can be spawned (via hill markers/UserData) anywhere
  • Players would enter the 'start' region to receive their weapon and start the training course, at which point a timer and a (killed [x] / [y]) text would appear
  • Players would have to complete the course (get to the finish line) and kill as many dumb elites/spartans as possible
  • Gravity lifts, pre-set spawn triggers, etc can further make it more challenging
  • Score will somehow be based in both time spent on the course and number of kills
  • Headshots could possibly give bonus points
  • There is supposed to be a way to get a specific player ID, which means we could set it so that only one player would be a spartan/elite while others watched as weaponless monitors. Then once that player completed the course the next would be chosen.

Other requests/misc experiments
 

  • Endless corpses: use ObjectSetNeverGarbage on any Player.SlaveObject. Store them, see if I can make them never go away
  • Player appearance revisited: Rework player appearance code based on Infection's Number of Zombies code. Trim it down to one trigger to make it easy to add to gametypes. Reach choices will be Spartan/Elite/Random, Halo 4 Spartan/Flood/Random
  • "Starman" powerup: quickly rotate through powerup effects (Overshield, Speed Boost, Damage Boost) to give the player a Mario-esque "Starman" look. Use DistanceBetweenObjects and ObjectKillInstantly to kill an enemy player when they are touching the "Starman". Could also possibly apply this to a Mario Kart-like gametype as well.
  • Speaking of Mario Kart, setting Race mode to team could invoke a "Mario Kart Double Dash" mode. Players would spawn together on a mongoose. Weapons could be decided as either random or fixed. To place them players would use a Hill Marker coupled with a UserData setting that would specify the weapon. Hills could be team colored based on what weapon it is for easy identification (though passenger could pick it up). The weapon would be awarded if the driver drives within the boundary.
  • Also speaking of Mario Kart, 'return to vehicle' time would be instant, ensuring nobody can be a jerk and jump off to take out others.
Edited by Teancum

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Been updating my Flood gametype. You can now force one of 12 different colors (or not force one at all) on either team. It's on a per-team basis, so any and every classic color scheme should be usable. Thanks to OrangeMowhawk for looking those up. I Reach colors, sometimes substituting the Halo 4 shade of that color for rendering purposes (gold looks much better than yellow in H4). The 12th color is a bonus: silver.

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Been updating my Flood gametype. You can now force one of 12 different colors (or not force one at all) on either team. It's on a per-team basis, so any and every classic color scheme should be usable. Thanks to OrangeMowhawk for looking those up. I Reach colors, sometimes substituting the Halo 4 shade of that color for rendering purposes (gold looks much better than yellow in H4). The 12th color is a bonus: silver.

 

Do you have any working file browser links for the machinima mod?

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The bipeds for the players in Reach are determined by a flag placed on the portion that sets whether teams are enabled or disabled.

There's a Spartan one, an Elite one, and one called Survival (Spartan's vs Elites).

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The bipeds for the players in Reach are determined by a flag placed on the portion that sets whether teams are enabled or disabled.

There's a Spartan one, an Elite one, and one called Survival (Spartan's vs Elites).

Yes, but in Reach you can directly spawn them, unlike Halo 4 -- if that's what you're getting at.

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Woah you got no throwing the ball in assault? How!

Detect whether the player *just* had the ball (it had an owner last tick, now it doesn't) -- if the ball was thrown, quickly attach it and detach it from the player to arrest its movement. With manual ball pickup it will effectively drop it, and with automatic the player will just pick it back up instantly.

Probably using the extractor.

Nope, I won't rely on that beastly thing as a gametype crutch. :smile: Edited by Teancum

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Detect whether the player *just* had the ball (it had an owner last tick, now it doesn't) -- if the ball was thrown, quickly attach it and detach it from the player to arrest its movement. With manual ball pickup it will effectively drop it, and with automatic the player will just pick it back up instantly.

Well I think I know what I can do for the next version of Classic CTF  :smile:

 

EDIT: 

Nope, I won't rely on that beastly thing as a gametype crutch.  :smile:

 

I see what you did there

Edited by shanez1215

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Teancum, does Bomb Reset time in Assault work correctly?  I haven't had much luck with resets.

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Where the Machinima 2.0 gametype says

  • You can make vehicles weaponless by applying the mach_trigger label to them and setting

Does this mean like the turretless vehicle glitch from previous Halos?

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Where the Machinima 2.0 gametype says

  • You can make vehicles weaponless by applying the mach_trigger label to them and setting

Does this mean like the turretless vehicle glitch from previous Halos?

Yep, but this time you don't need to glitch out; the code will do it for you.

justdustandechoes likes this

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That's awesome, is it close to release? Had so much fun with the last release.

Couple'a weeks maybe. I have to put in the assassination speed option and figure out why one object isn't spawning. Past that it's pretty much done.

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Ah, yeah, that's fair enough.

 

(Mod note: please refrain from double posting - posts merged)

 

Sorry if I'm being a pest but is the Machinima 2.0 any closer to being downloadable?

Edited by OrangeMohawk

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It's in the Modded Gametypes Database, but that's not my version, and it's a lot buggier than mine.

 

Yes I know, thats why I want the legit one!

 

an XML dump or variant save is fine too.

Edited by oVR

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