1-Flag anyone?

Discussion in 'Halo and Forge Discussion' started by CommanderColson, Feb 11, 2017.

Tags:
?

have you made a 1 flag gt

  1. lol ya

    6 vote(s)
    40.0%
  2. nu, go bck to reech scub

    6 vote(s)
    40.0%
  3. wuts 1flag, hal04forthew!n

    3 vote(s)
    20.0%
  4. trump did 7/11

    6 vote(s)
    40.0%
Multiple votes are allowed.
  1. CommanderColson

    CommanderColson Forerunner
    Forge Critic Senior Member

    Messages:
    418
    Likes Received:
    890
    Is there a notable, worthwhile One-flag mode floating around yet? I seem to recall that Duck was working on one but as far as I'm aware no one has seemed to produce one. I have several designs in mind that I'd love to bring to fruition...
     
    Orzium likes this.
  2. CommanderColson

    CommanderColson Forerunner
    Forge Critic Senior Member

    Messages:
    418
    Likes Received:
    890
  3. Orzium

    Orzium Mythic

    Messages:
    109
    Likes Received:
    127
    CommanderColson... I think it is time to pull the plug on halo 5!
     
    MultiLockOn and Yeti For Hire like this.
  4. AnonFriction

    AnonFriction Legendary
    Forge Critic

    Messages:
    151
    Likes Received:
    160
    Nokyard has said he was working with people on one, but I don't know how close they are. If it's not released by the time I finish my current projects I may look into it
     
  5. WyvernZu

    WyvernZu Forge Critic
    Forge Critic

    Messages:
    81
    Likes Received:
    418
    I was working on one before the new scripting stuff released but now I'm mainly focused on invasion.
     
  6. ArturBloodshot

    ArturBloodshot The Architect
    Forge Critic Senior Member

    Messages:
    320
    Likes Received:
    343
    Someone said he/she was working on it, but Idk how far he/she is... (Sorry, promised to keep it on secret)

    I'm actually working on another project that is also a one-sided-rounds game. Maybe it can help on that.
     
    #6 ArturBloodshot, Feb 12, 2017
    Last edited: Feb 12, 2017
    AnonFriction likes this.
  7. CommanderColson

    CommanderColson Forerunner
    Forge Critic Senior Member

    Messages:
    418
    Likes Received:
    890
    it will never be gone, not while those who are still loyal to it remain
     
    ArturBloodshot likes this.
  8. CHa0s

    CHa0s Forerunner
    Wiki Contributor Senior Member

    Messages:
    137
    Likes Received:
    93
    Anybody have any luck on this? I'm super interested one flag, and one bomb... we need asymmetricals!
     
  9. WAR

    WAR Cartographer
    The Creator Forge Critic

    Messages:
    1,568
    Likes Received:
    3,893
    Yeah, Capt Punch made one according to Nokyard's specifications. Ask him for it
     
  10. CHa0s

    CHa0s Forerunner
    Wiki Contributor Senior Member

    Messages:
    137
    Likes Received:
    93
    Would I do this on Live, orrr. Omg, fingers crossed, man!
     
  11. ExTerrestr1al

    ExTerrestr1al Forerunner
    Senior Member

    Messages:
    2,387
    Likes Received:
    2,515
    This is the type of thing that should be published for everyone to use... once developed in private/secret, we can give them credit for development but it needs to be "out there".
     
    CHa0s likes this.
  12. CHa0s

    CHa0s Forerunner
    Wiki Contributor Senior Member

    Messages:
    137
    Likes Received:
    93
    Sent Capt Punch a message that day, and no response yet. We need to be able to play maps like High Grounds how they were designed to play! With asymmetrical gametypes. Shaking my head, here. Has there ever, in the history of Halo, NOT been asymmetrical before Halo 5?! I can't wrap my brain around why they would possibly have been left out.
     
    Given To Fly likes this.
  13. ExTerrestr1al

    ExTerrestr1al Forerunner
    Senior Member

    Messages:
    2,387
    Likes Received:
    2,515
    This doesnt seem incredibly hard on the surface. Perhaps ill attempt it fir ya if you dontbget a hold of another one first.
     
  14. Connie

    Connie Catgirls Don't Cry
    Senior Member

    Messages:
    270
    Likes Received:
    882
    Poll is broken. I wanted to vote for both "lol ya" AND share my knowledge of Trumps crimes on 7/11 but it only let me vote for one option
     
  15. CHa0s

    CHa0s Forerunner
    Wiki Contributor Senior Member

    Messages:
    137
    Likes Received:
    93
    I've been trying to track down a 1 Flag since the game came out. Posted in these here forums over 8 months ago. I'm asking around about it all of the time! I've contacted some of the top mini game creators, and as far as I know, it still hasn't been created. So any and all help in this direction would be appreciated.

    The closest I've seen is the mini game Splatter Flag by DARTH HUMAN, which is essentially 1-Flag. The set up for Splatter Flag is incredible. I studied it for hours and days, trying to make a variant that would work. I was not able to get it to work on another map for testing, although it was close. It's possible I missed some pieces in the prefab and move process. Regardless, the respawn system wouldn't work on your general, everyday map.
     
  16. ExTerrestr1al

    ExTerrestr1al Forerunner
    Senior Member

    Messages:
    2,387
    Likes Received:
    2,515
    Is anyone aware of what the big challenge of scripting this is? I haven't personally done any mini-game stuff, but I think I understand the mechanics of what the scripting needs to do.

    Let me know if I leave something big off or if something needs to change:

    1 Flag - needs label that uniquely identifies it among all other items. (user alpha, for instance)

    1 Flag base on each side. Needs a boundary big enough to detect when the player carries flag over plate. Needs to be able to uniquely detect objects labeled as "user alpha" or whatever.

    When detected, score point of appropriate team.

    When detected, despawn flag. If it won't despawn cuz someone is carrying, then set next round.

    Bonus:
    Needs a way to detect when team plate matches up with team of carrier. Otherwise, you could score for the other team.
     
  17. ExTerrestr1al

    ExTerrestr1al Forerunner
    Senior Member

    Messages:
    2,387
    Likes Received:
    2,515
    sitting here waiting to get home and forge, I realized what the big "hang-up" may be with this. It may have something to do with allowing the flag itself to be "neutral" so that either team can grab it... that may be a huge problem that is hard to solve... we'll see.
     
  18. ExTerrestr1al

    ExTerrestr1al Forerunner
    Senior Member

    Messages:
    2,387
    Likes Received:
    2,515
    Okay, so can someone tell me what 1-flag is... is it the same as Neutral flag? Cuz we have that already and don'\t need anything fancy to use it...

    EDIT: I got some answers in the Chatbox... Thanks guys.

    Chronmeister:
    Bc either team can grab a neutral flag :facepalm:
    Pat Sounds:
    think of it like this: 1 flag - attackers and defenders. The game is round based, and teams switch between being the attacker and the defender. Only one team can score at a time, the goal of the other team is to prevent them from capturing before the time runs out. Neutral flag - there's one flag, but both teams can grab it. There are two bases and either team can score, like breakout in H5
     
    #18 ExTerrestr1al, Aug 22, 2017
    Last edited: Aug 23, 2017
  19. ExTerrestr1al

    ExTerrestr1al Forerunner
    Senior Member

    Messages:
    2,387
    Likes Received:
    2,515
    I made some progress on this last night...

    Here's what the challenges are, and my thoughts for fixing them. Some may not be deal breakers, but less than ideal.

    Assumptions, preliminary conclusions.
    Desire is to have a pre-fab that could be placed on any map, and then configure it slightly to be compatible. One should not have to dismantle the CTF items in order to play 1-flag. As a last resort, this requirement may need to be dropped. If so, all 1-flag maps would have to be exclusively 1-flag or have some cumbersome tricks applied to the regular CTF items so they show up only when desired/needed (like unneeded flagbases)

    Needs to use Mini-game type - This is necessary because there is no way to stop a flag from appearing on the attacking team's flagbase. <- though, I may try a trick I just thought of... on round start or match start, despawn all items with label "CTF Spawn & Return", which would eliminate our normal CTF bases. Then, our specially labelled and placed 1-flag items would be all that remains. This may not be needed if the game will load the map in CTF mode with no basees, but I suspect not. Srike that... just thought this through again, and I remembered considering this last night and it won't work. The flag itself, rather than its base, would not be able to be scripted, and so the scoring mechanism would not work.

    If using the Mini-game mode, you can apparently not use the CTF Flag base as your spawn for the flag. That would be ideal, but even with the mini-game mode label on them, they will never actually spawn a flag because the mode is not flag, per se (even though we will mimick it as much as possible).

    The above leaves us with the Flag object needing to be the "Flag only" object. this is not really a problem on its surface, because I know how to make the appropriate team's base appear and allow scoring with the flag based on which round it is.

    However, this is a big however, there does not appear to be a way to get the "Flag Only" object to act with no glitchy-ness. When you do no workarounds with scripts on the flag, once removed from its original location in one round, it will not precisely respawn for the next round. It goes to the correct LOCATION, but not the correct ORIENTATION, and simply lays on the ground. Rotation scripts are not desired, but one possible fix. The other fix that mostly works is that you can make the flag have Fixed physics. But when you drop it a few times, it freaks the F out and wobbles all over the place.

    **Input needed on the above problem. If this cannot be totally fixed, which workaround is better?
    1. Don't worry about fixing "laying" flag, but instead position a light pointing upward showing its location (like a advertising search light going up into the sky)
      1a. or place a navpoint on the flag that says "grab" or whatever. < but games do tend to get glitchy when you try to remove navs for players when flags are around. Hopefully proceduraly adding and removing navs at all of the appropriate times throughout the match will negate this behavior... that's the hope.
    2. Use fixed physics for flag and simply not worry about the fact that when droppeda few times, it wobbles around like a freakin banshee witch-doctor on cocaine.

    Then, the remaining pieces I am aware of are:
    • Script flag to detect when picked up - do some things like add/remove navs, and allow scoring. (the latter would prevent someone from tossing a flag onto the plate (or is that desired?)
    • Script flag to quickly damage then kill a player of the opposing team if grabbed when they are supposed to be the defenders.
    • Script flag stands (specific to mini-game) to detect flag in its boundaries, score, and end round.
    • I should clarify - I am not going to attempt to force teams to switch each round, but switch roles each round. Red will always be red, for instance, but sometimes will attack and sometimes will defend.
    • Done - script flag stands to despawn by default and spawn if round equals one that belongs to its team turn to score.
    • Script spawns - special initial spanws with mini-game include flag need to be added on each side. If I am correct, nothing about the spawning of the existing game modes would need to be dismantled or changed. Whether the map is symmetrical where each team has a base and the 1-flag is in the center, or if the map is assym and the flag is way outside of a base and must be carried into the base, designer will place spawns with the correct spawn order to the appropriate places. IF that doesn't work smoothly, then I will force some spawns themselves to despawn based on which round it is.
    Please review these things and see if you can spot something that won't work, or if there is an aspect of this mode that you don't believe I have considered yet.

    I think this is possible, but there may need to be some complex workarounds done on stuff. Thanks!
     
    #19 ExTerrestr1al, Aug 24, 2017
    Last edited: Aug 25, 2017
  20. MartianMallCop

    Forge Critic Senior Member

    Messages:
    803
    Likes Received:
    1,935
    I'd recommend contacting Nokyard and Captain Punch from the scripting guild. They have been working on 1 flag for a while now and do have a working prototype, with spawn flipping and a lot of other things, I believe they just haven't gotten around to finishing it because they've tied it to a game manager they are building which will handle multiple modes
     
    WAR likes this.

Share This Page