Also of note - my tests indicate that grav zones and ricochet don't mix well. Or at least don't mix like you'd think. I had thoughts of creating a zero-G-ish ricochet map (I assume others have had that same thought), but in all my tests, when you throw the ball inside a grav zone, its momentum dies very quickly. It doesn't go up or down, just stops moving entirely in mid-air. Which is too bad - I had a near-perfect zero G simulation that doesn't require trait zones, but the ball won't do what I want it to do. In fact most of the time when you throw it while floating around, it just goes nowhere and you end up holding it again instantly.
That is really unfortunate. I can see where you were going with that idea and it sounds like it would have been a blast. It also reminds me of that game in Final Fantasy 10 called Blitzball. It would be a little like that.
You can use the Grav zones as an invisible floor or invisible wall to keep a thrown ball in the play space. This is a fully enclosed Ricochet field. Didn't know about that. Glad i called my variant Blitzenball instead. Does anyone know where we can get the Forgeball variant? It was supposed to be made available today.
Yes, yes, let's take Ricochet and make Griffball with it! Such an amazing idea! Excuse the sarcasm, but I'd love to see a more unique spin on it... Not that I'd actually play it as I'm on an extended hiatus from Halo.
That's a nice side effect, but I'd rather have the expected ball physics, personally. Having grav zones not working properly with the ball really ties our hands behind our backs relative to the potential of grav zones, which all the way back when they were first announced, my very first thought was "Cool minigame potential!" Apparently it didn't happen. I'm slightly bummed because I'm testing a ricochet map tonight that has a built-in observation deck to goof off in, that you can only access by spawning in as a team other than red/blue. But the default ricochet gametype has no other team options. Boo, hiss. I'm trying, and failing, to figure out who this was addressed to or why. Who in here was talking about remaking grifball? Anyway, you won't see the really interesting ricochet stuff until they unleash the far-more-flexible multi-team variant, and apparently that hasn't happened yet.
He was talking to me since i oversee the Grifball Playlist. SS, until Forgeball is made available most of my alt variants and ideas are on hold. Until then, the Grifball community wanted the current offerings to support both Grifball and Ricochet so i provided the maps and templates for just that. Mostly because Ricochet is a better version of Grifball than Grifball is. It contains all the Medals we asked for and never received at launch, an actual explosion (which still does not kill for some reason), and unlike Grifball you can adjust the size of the scoring zone in Ricochet. I feel exactly the opposite of that position. Having a way to enclose a court while allowing the light to shine in far surpasses the need to throw a ball from within a grav volume. Did you know that a Grifball or Free Ricochet ball knocked outside of a map by a Hammer or Grenade prior to being picked up will never reset? It will just sit out there in the kill volume for the entirety of the game.
I didn't know that - that's obviously a ridiculous bug. However, can't you deal with that by setting the ball to fixed physics upon spawn? I know I saw that setting in the gametype (was even surprised to see it there, since it seems like not a lot of people will have great need for normal ball physics for a non-picked-up ball). Assuming there's a workaround there, I'd still choose fun low- or no-grav ricochet over arenas without visible walls, I think. Or maybe it's a tie. EDIT - it also occurs to me that you might be able to pull off the same effect using stacked grav zones, if the ball physics worked right. Two 10x10s stacked together and rotated so the top faces into the arena might be sufficient to catch a flying ball and send it back in again, sort of like an elastic invisible barrier. But we'll never know since the ball physics don't work.
In case you were still wondering, I haven’t bought the map pack yet and tried to download ricochet from the file browser. It said ‘missing downloadable content’. Also there’s a new playlist out for it and I would guess that the multi team version is on it.
As expected, the Golf Ball and Soccer Ball still reset after a few seconds even if they are labeled as RICO_FORGEBALL. This means no Halo Hockey or other ball based variants.
cool map nutduster, even though I'm terrible at tracking the ball (or any other objective actually) and don't know how to score XD. I just got annoyed a bit by the mancannons. sometimes I would walk into one by accident and get thrown all around the map. actually I didn't even see them at first, but maybe I was tired...
That's very weak. I'm also noticing a weird problem. I downloaded the ricochet multi variant from a guy who got it from matchmaking, and it does allow for multiple teams (non-red and blue), but I don't even see the forgeball tag available in forge. Confused right now. EDIT - Never mind. I had two similarly-named gametypes and had just picked the wrong one. But you're correct, the forgeball tag does nothing to fix the despawning problem. There's a good chance that's not fixable via gametype anyway. Sigh. At least we'll be able to make some other objects into forgeballs - vehicles and armor abilities for instance.
I noticed a few of you mentioned that the object selected as the forgeball would despawn before desired. I have had this issue in the past, and have found out how to fix it. First, in FORGE editing, place a 'phased' object with whatever spawn/label settings you would like ( keep *never" setting if you want it to always be there). Next, duplicate the first object for as many instances of that object that you would want present in-game (*be sure and change the spawn sequencing accordingly). Lastly, and most importantly, enter one of the objects' advanced settings and change the min/max count to the exact number of objects you have; the only other thing to be done is to set the physics to normal.
Sorry, I replied to a later comment regarding this issue before seeing this one. If you get notifications, refer to this thread, and look for the most recent of responses. I've already forged several mini-games for the new gametype, and am just in need of label placement to complete them. They each involve fogeballs, and my experience with the mentioned spawning issue will surely be useful.
in earlier posts i failed to use the quote system. here we go. If you want to stop your forgeball object from leaving the arena, use a hard kill. If the ball touches the hard kill, it will automatically respawn, even if the spawn time is set to never. I always have multiple forgeball spawns, even for 1ball gametypes, just in case the ball does something weird. This method would be free in terms of budget; that is if you have yet to use all 32 of your kill/soft kill spawns.
If you go to Certain Affinity's site, they explain in detail how you can create what you are talking about using multi-team, even down to the "bomb planting time" and the cool effects you can use with it. I forsee you forging a map with progressive score zones that must be defended while the 'bomb plant' takes place, then off to the next zone.
This is incorrect information. Setting the Spawn Time to Never prevents the (golf) ball from respawning after scoring a goal. Making the Min Count = Max Count does nothing in this case. It may have worked in Halo Reach but it does not help in Halo 4. I have tried altering each of these settings and a few others not mentioned here but have not had any success. If you come up with a system which actually works after you fully test it, please post a map link. Incorrect again, or you just misunderstood me. I was referring to Grifballs, Oddballs, and Free Ricochet balls leaving the play space. These are not affected by hard or soft kill volumes prior to being touched. If you hammer a Grifball out of a Grifball court, or launch a Free Ricochet ball out of bounds with a grenade or other explosive, prior to a player touching it, the ball will not reset by entering a hard kill volume, or with the reset timer. The only exceptions would be if the ball lands in deep water or in outer space on Impact. I would know. I was the one who helped Bravo with the proper wording for this anomaly when he first presented the bug report to the sustain team. This is why we now have the option to place Fixed Ricochet balls. Since then all Grifball courts in MM must be fully enclosed. We use the upside grav volumes as ceilings on open top courts like Fissure. Resetting the ball is not desirable in Grifball so we have a rule that the ball can't touch a kill volume.
Just made a huge discovery which may spawn a new class of mini games. Details to follow after i do more experiments.