Looking for Some Scripting tips for a zero gravity map

Discussion in 'Halo and Forge Discussion' started by Pat Sounds, Mar 27, 2016.

  1. Pat Sounds

    Pat Sounds Legendary
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    Hey guys! I'm certainly revealing my noob status by posting this, but who cares...I've been working on a space themed BTB map that incorporates zero gravity into some custom mini games. The game started out as a single base strongholds concept, but has evolved into a mode for every gametype. I've posted a WIP thread here for general feedback, etc:

    http://www.forgehub.com/threads/wip-battle-of-orion-btb-space-battle-mini-game.151085/#post-1633531

    Here's a somewhat outdated video of some early play tests. I've alterted a lot about the map, especially the starting weapons, pickups, kill balls, etc. - but this video probably gives the best idea of how zero g movement plays out:



    I'm making this a new thread because I have a few specific scripting questions, and I'd like to cast a wider net for feedback / tips. I'm new to Forge and I don't have any previous experience in if / then programming or anything like that. I understand the basic concepts, but that's about it. Here's where I'm at and what I want to do. It's important to know that I'm getting pretty high up there in terms of object count, so a lot of this has to be done without creating tons of new objects:

    -The current version is titled Ambush at Orion. I'm still open to name suggestions. You can find it in my bookmarks if you'd like to poke around.

    - I've set up a zero-g variation of most of the main game modes. They can also be found in my bookmarks if you'd like to try them out - Squadrons (Slayer), Ambush (Assault), Boarding Party (CTF), Spaceholds (Strongholds). I'll be setting up Oddball next, as that seems like a good match for the physics.

    - The map is based around three ships floating in space (two that are red / blue bases and one that's a neutral center target), as well as a couple floating asteroids that house power weapons.

    - Every player has access to a banshee, but the custom gametypes I've built make it so there is no gravity in space and spartans can fly using infinite jetpack / ground pounds

    - Since making the video above, I've added gravity volumes to the ships themselves to keep spartans tethered to the floor and give the effect of artificial gravity. This has become key to making objective gametypes work, since it's difficult to land in a stronghold or defend one of the 'motherships' while you are floating around.

    -The center ship currently has a switch that despawns the gravity volumes on it, as well as the lights. They respawn about 25 seconds later....However, no one has really picked up that gravity has been deactivated because regardless of the gravity volumes, spartans will just stay on the floor until they jump. You have to turn off the gravity volumes and then jump in order to realize that you can float. People are just not picking up on the function of the switch yet. As far as I can tell, most players think it is just a light switch.

    Part 1
    -Instead of despawning the gravity volumes and having them respawn later, I'd like to make them flip upside down for 25 seconds, then return to their normal position. This way, spartans float upwards and the effect on gameplay is more dramatic / obvious. It might even be cool if the gravity volumes rotated individually in different directions, thus making the flow of gravity harder to deal with...

    - Instead of using a switch, I'd like to have this activated by a target. The idea being that you can destroy some sort of power core to the ship, causing the gravity to malfunction and put the players inside the ship itself at a disadvantage. This would likely be most useful in the Strongholds mode - if you hit the target, the gravity volumes change and it scatters players away from the the capture zone somewhat...If this was working properly, I'd include this feature on all three ships, not just the one in the center.

    Part 2 (this is probably REALLY easy)

    -If you look at the map, you can see several asteroids and pieces of space debris floating around. They're still at the moment, but it'd be sweet if these had some movement to make them look like they are floating in space. I've tried to set them on a really slow rotation at match start, but at slow speeds they stutter and don't look good. I can get them to rotate faster, but I'm not sure how to make them rotate over and over again once they reach the end of the script....How to I make them continuously rotate? I've seen this done, and the solution is probably right under my nose.

    So far this map has morphed into something really fun and I'm growing somewhat proud of it. It's been played several times in Max Extra's Forged Friday playtests, and it seems to be well liked for the most part, so I'd like to add these features to it to take it up an extra notch and make it really great. I'd also like to make at least one (if not more) sequels to the map that use these zero G gametypes, so you could play a few in a row without revisiting the same space (pun intended?). I just need a hand from some more experienced Forgers to take it to that next level. Also, if anyone has any non-scripting ideas of how to improve my map, feel free to drop me a line in the WIP thread above. Let's keep this thread focused on scripting if possible.

    P.S. At the moment I'm in New Zealand and will be there until the end of the week, so I won't be able to act on any advice until then. In the meantime I'd appreciate any feedback or tips you guys have. Feel free to download and try the map out for yourself, or poke around there and mess with it to show me what I need to do. Unfortunately, you can't turn on the custom game physic while in forge, so you need to start a match in order to see how the gravity works.

    Thanks in advance, and apologies for the lengthy post!
     
    #1 Pat Sounds, Mar 27, 2016
    Last edited: Mar 27, 2016
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  2. BodeyBode

    BodeyBode Ancient

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    Add me on xbl and I'll take a look at solutions with you. gt: BodeyBode
     
  3. Pat Sounds

    Pat Sounds Legendary
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    Cool, I'll have to do that when I get back but I'll definitely take you up on the offer. Thanks a bunch man!
     
  4. Sn1p3r C

    Sn1p3r C Halo 3 Era
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    This sounds really ambitious, Pat, but also really cool! I'm strapped for time at the moment, but PM me if you don't have it figured out in a week or two. I'll poke a couple of the Creative Force people and see if they have any ideas as well.

    Good luck!
     
  5. Pat Sounds

    Pat Sounds Legendary
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    Thanks for the continued support and feedback! I'll let you know if I still need help then.

    As mentioned above, I'm hoping to apply whatever I learn about scripting the volumes into one or more sequel maps. An idea that was mentioned in my WIP was a recreation of Battle School from Ender's Game. That will be my next project after this...Perhaps geared towards breakout or 4v4v4v4.

    It's really killing me not being able to work on the map while I'm away, lol
     
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  6. Sn1p3r C

    Sn1p3r C Halo 3 Era
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    The Battle Room is such an amazing idea. Please use the book version instead of the movie...

    Imagine both teams having to push a switch to enter the room. If 3 switches were on both sides, you could have 9 possible combinations of switches... each combination tied to a different layout of "stars" in the room... Do it breakout/round style, and you could have some seriously cool strategy in what layout to choose ;)

    CF was taking a crack at it earlier, but having it confined to a small space made it difficult... With your experience on Battle for Orion, I bet you can do a kickass job though =)
     
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  7. Pat Sounds

    Pat Sounds Legendary
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    DUUUUUUUDE...mind blown...I'll definitely use those ideas. I do plan on building a modular layout into it. Originally I was thinking of the level as Slayer first and Breakout second, so it would mostly be modified by shooting targets or hitting switches that would individually explode the platforms into different structures, shapes, etc as you play...But building out the starting room like that so you could create different layouts from the start is an even better idea, and more in line with the concept in the book.

    Making it round based would allow for the layout to change throughout the match without having to make it something that always starts with the same layout...And if you had to hit one of the switches to open the door and even get into the level in the first place, then players would be forced to select different layouts even if they weren't aware of it. It wouldn't be that hard to script either, just create three different sets of objects for each team and have them either spawn or not depending on what switch is hit.

    The switches could each control one half of the map, so if done right it could create a sort of rock / paper /scissors system. One switch opens up a lane down the middle for blue team, but red team could select a layout that blocks that lane on their half of the dome. Power-ups could be placed in three positions at the center of the map, and each layout could give you an easy path to one and an obstructed path to the others. So basically you'd be choosing what you get first dibs on in addition to what the map layout is. The three layouts could be symmetrical for each team, but since you can't control what the other team picks, they would rarely line up...That sounds really fun, and it blows the concept up in a cool way...GREAT idea man. There are lots of possibilities.

    Scaling it will be a big thing that makes or breaks the gameplay. What I've learned from my current map is that because Spartans move so fast and there's nothing to obstruct your sight, the map can and should be much larger than you might expect. Although that level is designed as a BTB experience, you can still have some pretty entertaining 4v4, 2v2, or even 1v1 games on it because you can see people coming a mile away.

    I have to admit, it's been a REALLY long time since I read the book (like 15 years...holy crap I'm old), so I'll have to dust off that old paperback I got in middle school for inspiration. It was always one of my favorites...The movie was ok I suppose, it could have been worse. That's probably the best I can say about it. I'll try to avoid looking at images from the film so I can create my own interpretation of the design.

    Oh geeze, sorry for another lengthy post...But I'm nerding out hard over here! I may need some help co-forging this if you are interested. Avenue is a killer Breakout map, I could see some of that magic being applied here.
     
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  8. Sn1p3r C

    Sn1p3r C Halo 3 Era
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    No worries, man. I'm stoked too lol. Also, shooting things to make cover expand is an awesome idea. Even if you don't use it here, don't lose that one! And I like the rock, paper, scissors feel -> should make it manageable to design while still allowing for variation.

    Also, if the null-g ends up being a bad experience, we could always just try a breakout map that used the exploding cover and lane setup conditions - basically a UNSC take on "ancient literature" for their War Games training ;)
     
  9. Pat Sounds

    Pat Sounds Legendary
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    Yeah totally, the concept of a modular room doesn't need to be tied to weightlessness...It could totally be applied to a more traditional breakout map as well.

    That being said, I'm sure it could be done well. The sphere itself just has to be large enough make it feel uncluttered. I think it would be best to start by erring on the side of too big rather than too small.
     
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