Advanced "Power-on" System

Discussion in 'Halo and Forge Discussion' started by P1MPxSLaSH, Dec 9, 2010.

  1. P1MPxSLaSH

    P1MPxSLaSH Forerunner

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    among my boring offline findings, I've come across many new useful mechanics to make forging even more clever than bungie designed it to be. hope you like reading

    My new **** Zombie map in my upcoming mappack will include a "powerswitch" which will activate the famous Perk Machines. This involves teleporter tricks and a hell of a lot of time on your hands. To make a power switch, all you need to do is make a golfball spawn at 1 second into the round and spawn over a gravlift which will lift it up and knock it into a die which will unblock a teleporter, teleporting you to... well... we'll get to that. First, you need to make your zombie map and remember how you make it and make a copy of it somewhere else in Forgeworld. So now you have 2 seperate zombie maps that look the EXACT same in one forgeworld map file. Why would you do this? well the teleporter we were talking about will teleport you to the other part you have and in this other part will have perk machines, while in the one you were in, did not. So by hitting the "switch" (the golfball thing that unblocks the tele) you teleport to the copy level you did with all the goodies in it! So more on that switch: the golfball will not move, if it spawns in at a certain time, UNLESS a player touches it. so in conclusion: the player must "touch" the golfball to unblock the teleporter that teleports him to somewhere where there are perk machines and anything else you'd want to put there, so it feels like you've turned on the power and activated the machines! yay! just make sure the teleporter sender's radius extends through the entire 1st part of the map you made so that the friends on the other side of the level get to enjoy the power "on" as well.

    if that didnt make sense, please respond
    if that did make sense, please respond
     
  2. cluckinho

    cluckinho Well Known
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    Sounds like a waste of budget.
     
  3. Angel of Grief

    Angel of Grief Forerunner

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    The only problem that I see with this is with the teleporter fields. When they become large enough to encompass the entire playable area (or just large in general), the resultant position of the players that are teleported into the large field are placed randomly. This could proved to be a large hiccup in gameplay. Another thing that needs to be considered is the transition of zombie spawns. At first they'll work perfectly, but once the "power is activated", then their spawn points will become obsolete as they are no long positioned on the current play area.
     
  4. DavidJCobb

    DavidJCobb Ancient
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    Actually, I think that when you go through a Sender Node, you will end up at the same relative position near the Receiver Node. So (assuming that neither Node has been rotated) if I'm -5 X coordinates away from a Sender's center and it teleports me, I should end up -5 X coordinates away from the Receiver's center.

    And if the Zombie spawns are covered by the Sender, they'll just teleport from their spawn to the equivalent location on the "other map".

    BTW one should add Human spawns too, to account for betrayals, suicides, and those who join mid-game.
     
  5. TyTheBomb

    TyTheBomb Forerunner

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    What you should do is set a flag to capture in the middle of the game. Once captured it could activate the second spawn sequece that could insert colored lights into the map, making...power!!
     
  6. cluckinho

    cluckinho Well Known
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    You cant have flags on infection..
     
  7. Spicy Forges

    Spicy Forges Ancient
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    Wouldnt it be easier just to make it so everyone is inside a teleporter box get teleported to the area. If they arent then that will be their own fault.
    This would allow more budget without having to recreate the whole map twice.
     
  8. patrickcanttype

    patrickcanttype Forerunner

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    If your power on switch is fairly close to the machines, you could use a fusion coil wire with a tripmine button. Since you have a large amount of explosives, it could probably be done, just make so the machines cannot be used until the fusion coil is destroyed. It could cost a bit of budget, but I guarantee it would cost less than rebuilding the map.
     
  9. Hank102938

    Hank102938 Ancient
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    So, your talking like the switch actually makes everyone on the entire map teleport to an identical map with all the stuff on it... or am I just making something up? It seems like a good idea but like Angel of Grief said, what about the zombie spawns?
     
  10. buddhacrane

    buddhacrane Ancient
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    I'm sorry to say but this idea won't work.

    You see, although you can increase a teleporter sender's radius to capture a large area, and thus teleport everyone on the map, the teleporter receiver's radius does not work the same way. I'll explain:

    Say you have a sender 3ft in front of you but its radius extends further than 3ft so that it will catch you. You will NOT be teleporterd 3ft behind the centre of the receiver node you come out of. You will come out of the receiver dead centre.

    So if you have a map full of people, and they all get teleported by the large sender radius, then they will all be teleporterd to the centre of wherever the receiver node is, i.e. they all get sent to the exact same spot, NOT their relative co-ordinates from the sender.

    There is an exception to this rule when dealing with heights. The height you enter a sender (if you have a tall sender radius) WILL affect the height you come out of the receiver (it completely ignores receiver radius btw).

    Say you have a two-floored room with a sender on the bottom floor that has a radius extending up through the 2nd floor, and a receiver also on the bottom floor. If you enter the sender from the bottom floor you will come out of the receiver on the bottom floor, but if you enter the sender through its extended radius on the 2nd floor then you will come out above the receiver, onto the 2nd floor (regardless of receiver radius).

    Confusing eh!
     
    #10 buddhacrane, Dec 10, 2010
    Last edited: Dec 10, 2010
  11. Stevo

    Stevo Drunken Bantersaurus Rex
    Forge Critic Senior Member

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    So it could still work if he places the receiver node on the wall as well as the Sender node, so it remembers distance appart, rather than direct coordinates.
     
  12. DavidJCobb

    DavidJCobb Ancient
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    Very clever indeed... But his map would have to be 100% flat, then.

    EDIT: And that's assuming that the height-preservation is based on the relative vertical axis of the teleporter, rather than the global/absolute vertical axis of the map.
     
    #12 DavidJCobb, Dec 10, 2010
    Last edited: Dec 10, 2010
  13. P1MPxSLaSH

    P1MPxSLaSH Forerunner

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    i suppose there would be some problems with spawning, so perhaps maybe this idea would be better suited for invasion, which would be set up like infection, and also would have the gates which would be VERY useful. sorry for any confusion.

    to reitterate, use this idea with INVASION and give the blue team sword loadouts. Once, the power is turned on (phase 2) you could possibly have stronger "hammer" zombies appear. invasion rocks
     
  14. Edens Elite

    Edens Elite Forerunner

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    A video would be super helpful :)
     
  15. buddhacrane

    buddhacrane Ancient
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    Nice try, but no. I had the same idea myself when first experimenting with a Teleporter Radius. The "height" radius effect, coming out the same height you enter, is an "absolute" reference; this effect completely ignores whatever orientation your teleporter is in.

    So if you place your sender node and receiver node sideways on walls then it will make absolutely no difference. It will still only be the absolute height you enter the sender (i.e. second floor of a building) that affects the height from your receiver.
     
    #15 buddhacrane, Dec 20, 2010
    Last edited: Dec 20, 2010
  16. PublicToast

    PublicToast Forerunner

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    Holy budget waste Batman!
     
  17. Kyler

    Kyler Forerunner

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    The problem with that is both teams would still have the same traits... which would cause serious gameplay issues. Also both teams would have infinite lives, and red players couldn't convert to blue, or infected (when killed).
     
  18. Scalpel Technique

    Senior Member

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    I think this could work well on a small scale - individual identical rooms. I had a similar idea for a puzzle map based on the movie cube, but I found i didn't like puzzle map making.
     
  19. Scobra

    Scobra Ancient
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    Or you could make the perk machines work by only being able to drop the perk via destroying a fusion coil and force people to trek across the map to get grenades and walk all the way back to the machine to activate it.

    Probably not the most original method but effective nonetheless.
     

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