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AbandonedCashew

Gametype
Invasion

14 posts in this topic

It's back, baby.

Roughly 200 hours of work put into arguably the most dynamic gametype created

using half the tools that are still functional

to create the most immersive

and authentic

Halo: Reach Invasion experience possible.

Let's get started.

You as a user should note that many features do not work as of Halo 4.
Although I implemented every feature Invasion had in one way or another,
Things will be different in certain areas.
Be accepting of the changes and be appreciative that they even exist.

Game Options
Hop on into the menu to see what they all are, but I will say that each options is directly reflected by the originals.
There exists an Elite Flood Appearance toggle, enabling it will make the larger Spartans into Flood, disabled will keep the blue team as large Spartans.
Attacking Team selects who will be on offense and defense the first round.
Advanced Aesthetics toggles extra whimsical things such as flags over captured objectives and temporary waypoints over resupply items.

Gameplay
We have our normal three objectives: Territories, Assault, and Beacon Capture.

Territories is pretty much identical to Reach, even down to the 6 second blinking navpoint off round start.
There is the normal timer countdown and meter on the waypoints, there are authentic icons or ones labelled with letters if you enable "Advanced Aesthetics."
When a territory goes under the defense time, and no attackers are in it, the capture time will slowly reset back to the defense timer.
Capture a territory to win.

Assault replicates all of the Reach features, such as compatibility for multiple plant zones, and no throwing of the bomb. All Assault sounds were used as well.
The fuse and disarming timer are controlled in-game, but the arming time is the User Data of the plant zone. Keep this in mind when forging.
Detonate the bomb to win.

Beacon Capture is fairly straight forward, you have the beacon, and you have the capture zone.
The Beacon has a flashing red ball attached to it, giving a more realistic effect.
There is a hidden reset timer, and a visible return timer for the Beacon.
Bring the Beacon into the capture zone to win.

Then there is spawning. Because there is no functional fireteam camera, loadouts determine your spawn location.
Assault: On your fireteam partner, if safe.
Guard: On a current phase spawn zone.
Scout: On a current phase spawn zone if defending, on a previous phase spawn zone if attacking.
You may assume from this that I did get fireteams to assign players in pairs correctly. You will see your fireteam partner by a waypoint over their head and a CHud message when you spawn on them or vise versa. Players joining mid-game can mess with things slightly, but not nearly big enough to break gameplay.

Speaking of loadouts, we have 'em!
Accounting for the Halo 4 equivalent to Reach weapons, I have completely replicated the dynamic Halo: Reach Invasion Loadout System. And it was hard. (Just take a look at the xml, haha)
Note that you cannot change the loadouts due to Halo 4 menu limitations.

Statistics
Objectives: This is the amount of objective interactions you have executed. This includes arming and disarming bombs, capturing territories, and capturing/returning the Beacon.
Objective Time: This is the time that you have interacted with objectives, including territory occupation time and objective holding time.
Offensive/Defensive Kills: Kills while being near objectives.

Traitsets
These should be pretty obvious as to what they do, there are Attacker/Defender traits, and Objective Carrier Traits.

Weapon Tuning
Many weapons have been modeled after their predecessor, such as the DMR, Carbine (Needle Rifle), Needler, Assault Rifle, Magnum, Storm Rifle, and more.

Forging for Invasion
There are many labels to work with. Things are a little different here, but they are also easier to understand.
Note that every labelled piece need Spawn Sequence for it's phase unless noted otherwise.

Spawn zones can be standard, or smart.
Standard zones have a User Data of 0, and simply affect respawn points inside their boundary. Smart zones, there must be two of these, one with User Data 1, and the other with 2. These are fireteam specific so 1 will generally get more players spawning on it with under 8 vs 8. You can use either Standard or Smart Zones for each phase. You may set smart zones to inv_gates if you do not want attackers spawning there with scout. Same goes for guard, if you don't place spawn zones for a phase, the game will take care of it and put them on a previous set.

Objectives and upgrade pieces do not need a team.
To make Territories, you need zones labelled inv_territory, with a User Data for the type it is (Alpha-1/Bravo-2/etc).
Assault, you need a stand labelled inv_objective for the ball, with optional User Data for height spawned above the piece. Plant Zones are labelled inv_objective_zone, where the User Data is time to arm the bomb.
Beacon capture is simple, just an inv_objective for the beacon, and inv_objective_zone for the capture zone.

inv_upgrade will activate dominion pieces dynamically, expanding and activating for their phase, changing to defenders, then once their phase passes, they stay activated, contract, and switch to attackers. User Data for these controls which screen is shown on the screens. Timers are shown in relation to the current objective on the screens as well.

inv_gates will delete after their phase has passed.

inv_bridge spawn in for their phase. You should preferably set spawn time to 1, and need Spawn at Start False.

inv_weapon does as well.

inv_vehicle does as well, but (as of version 0.9.5) you must set the spawn time to never, and use User Data multiplied by 2 for spawn time. If you wish to have it never spawn back just set the User Data to -1.

inv_navpoint puts a decorative waypoint on the object with custom icons (User Data 0-10)
Icons go by....
0: Speaker
1: Death marker (X)
2: Lightning bolt
3: VIP Star
4: Lock
5: Ordnance Cube
6: Medic sign
7: Parachute supplies
8: Bullets
9: Defense Shield
10: Inward arrows

inv_del will delete an object, or set it invincible with a User Data of 1.

inv_hide will hide an object. User Data 1 shows the boundary, 2 shows a flashing boundary.
Here's a tip:
If you want lightly visible boundaries that only one team can walk through, but can be shot through, Set dominion base shields to inv_del, inv_hide, and have a User Data of 1.

So with all that said...






Enjoy
(Gametype)
The Great Escape (Sexy work in progress)
Dawngate (Floodgate remake work in progress)
Transient Tower (work in progress)
Perdition (Untested)
Vortex (Version 1.1)

Edited by AbandonedCashew

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I Will make a video later today. If anyone wants to help me message my GT AdaM30XXX.

Wait this is still in Beta? Is it okay to make a video? I remember you saying that you didn't want people to make a video in beta.

Edited by adamgm10

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Yes feel free to make a video. I feel that it will be a while before I can get candy spawning to work with my vehicle label.

Okay do you want to be in it?

Yes feel free to make a video. I feel that it will be a while before I can get candy spawning to work with my vehicle label.

Okay do you want to be in it?

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I will be hosting a lobby today so you can be there for your footage of you wish, otherwise I am okay without being in it. 

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Okay also if you dont mind could you sometime help me with my boneyard remake spawning? I can't manage to get the players to spawn on the Zones. They just spawn outside.

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Oh Gabo you know that its an option! Those don't appear if you disable Advanced Aesthetics ;)

But why would OIAH enable it, WHY?

 

I'm joking haha, nice job Cashew ;)

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But why would OIAH enable it, WHY?

 

I'm joking haha, nice job Cashew ;)

I didn't enable it lol. Cashew was the lobby leader at the time :P

Edited by 0IAH
AbandonedCashew likes this

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