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oVR

General
Concept: Object Radius as HUD Widget Callout

12 posts in this topic

So I spoke to Matt about getting something like this to exist and he has worked on something like this for one of his gametypes.

 

Basically what I aim to get from this is to allow forgers to create callouts for their maps like the ones featured in Reach which was taken from Shadowrun.

 

When a player is in a certain location of the map then it would show the name of that spot above the Radar.

 

This was a very useful tool and made it easy for players to learn maps and orient themselves. Unfortunately the developers never got around to giving us something like this to work with on Forge maps.

 

 

The way I conceive for this to work is that there would be general object tags like "COURTYARD", "ROCK", "BASE", "BRIDGE", "CAVE", etc. These would be the generic callouts however, have the HUD widget read what team color the object is set to as well to have a more specific callout.

 

So if the object is set to Red Team and then has the forge tag of 'COURTYARD" then the HUD widget would read "RED COURTYARD".

 

 

 

 

You guys think something like this would be possible?

 

The forge community would be forever indebted to anyone who can figure this out.

 

It would really go a long ways as to show 343 what new forge tools we need for Halo 5.

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I actually had suggested this to a few friends a couple days ago. It certainly is possible.

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Sounds like a great idea, but there is one limitation to that. Gametypes only allow a maximum of four unique HUD widgets to be defined. So you would probably be limited to only having four areas. Certainly doable though - you'd just encapsulate the different areas with labeled hill markers and then have the gametype show the widgets to players in range.

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So there can only be 4 callouts?

 

That's a shame.

 

Unless there is something that is being overlooked. Perhaps some sort of workaround?

 

I know Matt said that icons in the kill feed weren't possible but then he figured it out after I kept pestering him about it trying too find other ways to approach :P

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So there can only be 4 callouts?

There can only be 4 widget-based callouts at any given time. You can have more than 4 locations but it most likely will cause some players to see the wrong callout.

However if you use the 2D waypoint which isn't a widget (I forget the name of it) with its HUD priority set to high, and its visible distance referencing the hill's radius, you can have unlimited callouts. ;)

I'll finish the system when I have the time (lots of homework :() if no one else does it before me.

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There can only be 4 widget-based callouts at any given time. You can have more than 4 locations but it most likely will cause some players to see the wrong callout.

However if you use the 2D waypoint which isn't a widget (I forget the name of it) with its HUD priority set to high, and its visible distance referencing the hill's radius, you can have unlimited callouts. ;)

I'll finish the system when I have the time (lots of homework :() if no one else does it before me.

 

Note: doesn't work with guests.

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Aaron, couldn't a replacement be used to get around the hud widget issue?  EG, the entire string for the widget becomes a replacement.

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Aaron, couldn't a replacement be used to get around the hud widget issue?  EG, the entire string for the widget becomes a replacement.

No way to store strings to a variable of some sort. You can however have number based callouts but that's just silly lol. If you try to use team names as a replacement, you'll just see "team_red HILL" for example.

 

Note: doesn't work with guests.

oVR is working on a competitive gametype which means guests aren't permitted. ;)

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Should be entirely possible using navpoint_megalo_message_hostile (the text you guys were talking about). The problem is I can never get it to work for me, even after copying it from a working gametype :(

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Should be entirely possible using navpoint_megalo_message_hostile (the text you guys were talking about). The problem is I can never get it to work for me, even after copying it from a working gametype :(

Keep in mind that widget only appears when you're looking at the object. However if you set its HUD priority to high, you'll see it regardless.

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Keep in mind that widget only appears when you're looking at the object. However if you set its HUD priority to high, you'll see it regardless.

Something I was trying to do with Custom/Classic CTF was adopt the larger text. I tried that one, and it didn't work :(

 

Couldn't I use the ObjectIsInBoundary Condition to set the navpoint, its priority, and its text? That's how I was thinking callout zones could be done.

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