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General
Concept: Drop Recon Ordnance Marker Only

10 posts in this topic

The inclusion of ordnance in Halo is a double edged sword.

 

Weapon pickups and Powerups on maps is something unique to Arena shooters and with Halo 4, 343 tried to mix it in with CoD style supply crates/drops.

 

Initial Ordnance and fixed Random Ordnance come with the benefit of ordnance markers which not only help new players learn where the weapons spawn on the map but it also lets people know when a weapon is available so there are no longer instances where the weapon is passed by unintentionally. However, when the weapon is picked up the marker disappears which notifies everyone that a player has just picked it up.

 

 

With this concept the Initial/Fixed ordnance system can be improved with a minor tweak.

 

 

Drop Recon shows a waypoint marker in the location that a weapon will spawn a few seconds before it is going to appear. This only works when ordnance markers are enabled at all times.

 

The idealization of the ordnance system would be that the drop recon warning indicator appears and then once the weapon spawns the marker no longer shows up. This allows for players to know that the weapon is spawning on the map and that it is going to be in play and from there it is the responsibility of the player to track the status of the weapon by physically checking on it. No longer will it give away a player's location when they go pick up the weapon b/c the marker disappears.

 

 

 

TL;DR

Drop Recon indicator only, no ordnance indicators once weapon is on map

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Does enabling drop recon while disabling ordnance waypoint markers in traits hide the drop recon markers too?

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Does enabling drop recon while disabling ordnance waypoint markers in traits hide the drop recon markers too?

Yes

So there would need to be some code that disables markers if item is active which theoretically wouldnt be affected by drop recon.

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I know one can manually command ordnance to be dropped via Megalo, although you'll probably have to create your own ordnance timer. Maybe with custom trait sets, one can pull something like this off but it doesn't seem like it'll be a simple feat.

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I know one can manually command ordnance to be dropped via Megalo, although you'll probably have to create your own ordnance timer. Maybe with custom trait sets, one can pull something like this off but it doesn't seem like it'll be a simple feat.

I have a feeling that if you use Objective Ordnance, it won't display the Drop Recin warning since the gametype can't predict it (like in Dominion).

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Can you detect ordnance drops as objects? Because if you can you could ostensibly spawn an appropriate weapon on it and delete the OD itself. Then setting OD waypoints enabled and drop recon enabled would ostensibly allow the waypoints to show up, but then remove them upon object deletion?

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I have a feeling that if you use Objective Ordnance, it won't display the Drop Recin warning since the gametype can't predict it (like in Dominion).

You can force any kind of ordnance to be dropped iirc. The ordnance settings allow you to specify the name of certain kinds of drops which can be referenced by the script. Initial ordnance have the label "initial_drop" by default so I think you can refer to that. It's been a while since I've touched ordnance so I'm still rusty.

You can however use the Regicide waypoint along with the ordnance item's symbol in its text to imitate standard waypoints.

 

Can you detect ordnance drops as objects? Because if you can you could ostensibly spawn an appropriate weapon on it and delete the OD itself. Then setting OD waypoints enabled and drop recon enabled would ostensibly allow the waypoints to show up, but then remove them upon object deletion?

Yes but it's quite tricky to accurately get a reference to the drop pod itself since it's not in the multiplayer objects table. I guess you can place a hill around each drop and then check the velocity of every object in each game tick. If it's something crazy and it's inside the hill, it's most likely the ordnance drop pod lol. To remove the weapon from the pod, you can iterate through each object inside the hill executing ObjectDetach. Or just check what weapon it contains before spawning a replacement weapon at the location.

Edited by Matt

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Can you set a waypoint marker to a physically placed weapon to show up only when up close?

 

That would be a nice feature to half albeit irrelevant to the topic at hand :P

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Yes, use the action that sets the visible distance of a waypoint.

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