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Gabotron ES

Gametype
Fuse

36 posts in this topic

iXUKrYjiPZXFS.jpg

 

 

Fuse is the first iteration of the Search and Destroy gamemode from the Call Of Duty franchise brought to Halo.

 

In this mode there are two teams, defenders and attackers. Scattered around the map there are active sites the attackers must plant the bomb in, the objective of the defenders is to protect their sites and defuse planted bombs before the bomb detonates.

 

The match will end if any of the following conditions is met:

- All players on a team are dead or waiting to respawn.

- Attackers plant and succesfully detonate a site.

- Defenders succesfully defuse a planted bomb.

 

Fuse options:

-Active Sites: control how many active sites will appear on the map, default is 2 with a minimum of one.

 

-Bomb FuseTime: time the bomb carrier must manipulate the bomb to plant it.

 

-Bomb Defuse Time: time a defender must manipulate the bomb to desactivate it.

 

-Bomb Detonation Time: after the bomb is activated how much time there's left before the bomb explodes.

 

-Site Alert: if enabled the defenders will get a heads up when a site is under attack, it'll also specify which site is under attack.

 

-Sprint: enable or disable sprint for all players.

 

-Alternative Settings: enable this option for low kill times and a more fast paced gameplay, just like in...

 

 

Fuse player traits set:

-Fuse Traits: traits applied to an attacker planting a bomb.

 

-Defuse Traits: raits applied to a defender defusing the bomb.

 

-Bomb Carrier Traits: traits applied to a player carrying the bomb.

 

-Alternative Traits: traits applied to all players if Alternative Settings is enabled.

 

 

 

Download Fuse 1.0

 

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Required labels:

 

fuse_bomb (min:1 /max:1): this is the bomb initial and respawn place.

 

-The game will automatically assign the object to the attackers team.

 

fuse_site (min: 1/ max:2): this is where the attackers must try to plant the bomb in.

 

-The game will automatically assign the object to the attackers team.

 

-The spawn sequences for these objects must be 1 and 2 respectively (Alpha and Bravo).

 

Edited by Gabotron ES
Zandril, oVR, shanez1215 and 3 others like this

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Thank you so much for creating this!

 

 

I have been waiting for Search and Destroy/Counter Strike gametype as soon as custom megalo scripting was made possible

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Link's broken :(

By the way, mind if I add a SpeedBomb option for Promod's sake?

Does it work now?

 

What would the SpeedBomb option do and what gametype do you want to add it to?

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Does it work now?

What would the SpeedBomb option do and what gametype do you want to add it to?

The same as Carry Style does in Custom CTF

It's an option that allows the player to carry the bomb in his hands like normal or have the bomb be attached to his biped so he can still shoot and throw grenades.

I wanted to add it to Fuse so ovr can use it in his Promod settings.

 

The link works now, it might have been a problem with my phone's browser.

Edited by shanez1215

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The same as Carry Style does in Custom CTF

It's an option that allows the player to carry the bomb in his hands like normal or have the bomb be attached to his biped so he can still shoot and throw grenades.

I wanted to add it to Fuse so ovr can use it in his Promod settings.

 

The link works now, it might have been a problem with my phone's browser.

Oh right, I will add it for 1.1 ;)

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Yeah in CoD and counter strike it basically is attatched to the biped but you can still drop it to give to other teammates.

in halo's case, you can't have it as a 3rd weapon and you can't drop it so when teammate dies is when you can pick it up.

The point is to not handicap the carrier and instead focus on the objective.

Edit: Also I just realized that if the settings are set to allow respawns and only be 1 round we can have Assault and Fuse in the same file!

Edited by oVR

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I'd recommend attaching it, using objecthide on it, and then changing the carrier's color as a visual indicator, since I can't get it to look good right now.

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I'd recommend attaching it, using objecthide on it, and then changing the carrier's color as a visual indicator, since I can't get it to look good right now.

You mean for attaching the bomb to the player biped, I don't really attach it. Once the player touches the bomb it dissapears, the player gets a quick flash on their HUD and the extraction icon shows on their HUD too, that way they know they're "carrying" the bomb.

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But how will the enemy know if there's no waypoint?

afaik in CoD's Search and Destroy only teammmates can see who is carrying the bomb. Enemies will only see the bomb when it's dropped or already armed.

 

It plays better that way imo.

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afaik in CoD's Search and Destroy only teammmates can see who is carrying the bomb. Enemies will only see the bomb when it's dropped or already armed.

It plays better that way imo.

I mean if you see the player, you know he has the bomb. In pre-Halo 4 CTF, you can see the flag in his hands or on his back, despite there being no waypoints. That's what I'm getting at. There needs to be some indication if the player you're shooting at has the bomb or not.

Normally, you'd see them holding it or see it on their biped, but since it looks ugly when attached, it's better to just change the carrier's color

Edited by shanez1215

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Well in CS and CoD you can't tell the player has the bomb until after you kill them and you see it dropped.

 

I guess it works fine the way it is now with the bomb disappearing but does it have an indicator for teammate to know who is carrying it?

 

Also if its dropped the indicator should be friendly only so that teams can go grab it quickly. Not for enemy though. Maybe a toggle in the settings for people who want that?

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This sounds amazing. I'm going to get a game on this as soon as I can.

Don't forget I updated VIP to 1.2 too ;)

I mean if you see the player, you know he has the bomb. In pre-Halo 4 CTF, you can see the flag in his hands or on his back, despite there being no waypoints. That's what I'm getting at. There needs to be some indication if the player you're shooting at has the bomb or not.

Normally, you'd see them holding it or see it on their biped, but since it looks ugly when attached, it's better to just change the carrier's color

Well you can apply a player effect via Bomb Carrier Traits if you want

Well in CS and CoD you can't tell the player has the bomb until after you kill them and you see it dropped.

 

I guess it works fine the way it is now with the bomb disappearing but does it have an indicator for teammate to know who is carrying it?

 

Also if its dropped the indicator should be friendly only so that teams can go grab it quickly. Not for enemy though. Maybe a toggle in the settings for people who want that?

Yup, teammates can see who is carrying the bomb.

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so tested this gametype out and have a few issues

 

 

when the round is ended by the conditions it doesnt award a team with a point for winning the round

 

 

also, if all the attackers are killed but the bomb is armed then the round should continue until the defenders defuse it otherwise the bomb will detonate and give the attackers the point

 

 

otherwise this is a very great gametype and a great successor to assault b/c it can be modified to support both round based fuse and regular assault

 

 

also when warning for site being armed it says "we're arming alpha/bravo" instead of enemy.

 

 

edit: what does the fuse_spawn tag do?

Edited by oVR

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so tested this gametype out and have a few issues

 

 

when the round is ended by the conditions it doesnt award a team with a point for winning the round

 

 

also, if all the attackers are killed but the bomb is armed then the round should continue until the defenders defuse it otherwise the bomb will detonate and give the attackers the point

 

 

otherwise this is a very great gametype and a great successor to assault b/c it can be modified to support both round based fuse and regular assault

 

 

 

edit: what does the fuse_spawn tag do?

Basically the same as rico_respawn from ricochet.

 

I'll take a look into these issues. 

 

EDIT: 

Did you test the gametype with more than a player or only by yourself? sometimes when the team you're awarding the point to has no players it won't award the point at all.

 

I also recall making it so that if the bomb is planted and attackers dead the game won't automatically end.

 

Will take a look at it tomorrow anyway.

Edited by Gabotron ES

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Don't forget about VIP slayer/Plague too.

I planned on making a video for Plague but seeing as THFE just uploaded theirs, there's no point in me doing it. VIP Slayer, VIP 1.2, and Fuse on the other hand...

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gabo, where yo able to figure out what was wrong with the win conditions?

I'll have a look a it tomorrow but from my previous test I think it all worked fine, did you test the gametype with a second controller?

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I'll have a look a it tomorrow but from my previous test I think it all worked fine, did you test the gametype with a second controller?

 

I had 3 people in the lobby between 2 teams and it never awarded round wins or round ended when bomb was armed.

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I had 3 people in the lobby between 2 teams and it never awarded round wins or round ended when bomb was armed.

I see, I'll update you on this tomorrow.

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I see, I'll update you on this tomorrow.

I think the game automatically ends the round when all but 1 team run out of lives.

To make it work, you'd have to have unlimited lives and use some roundabout scripting to set players that die to have no lives and to give each team 1 point for victory conditions, which ends the round because that's the scoretowin. You can use a userdefinedoption as a "lives" option.

Edited by shanez1215

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