Glad to hear! Thanks for you rhelp and pushing me to redo it. It IS pretty cool and thanks in large part to your pushing and suggesting.
to all... hopefully in the next couple days this will be installed on the currently shared dev demo maps.
I know, it never works for me on mobile either... I wonder if it is cuz I usually do 60fps videos and most people who post there don't... (2x the data)
The demo maps have the updated visuals and I have also added some test enhancemnts... Lead CHange announcements - are now working! It compares the two scores of the r/b teams and plays the appropriate sounds for the right players. Though, there is a small bug/side-effect that happens due to the following enhancement, see below. End of round sudden death - I'm calling it sudden death in my head, but that's not really the best term for it. But now, if the score is tied at the end of the round, it will score a point for whichever team currently holds the active beacon site, regardless of whether there are still 45 sec left in which to score. This gives players something to do and a reason to keep fighting for control in tie situations. It would have been better to simply add time to the round in these situations, but that does not seem possible. Side-effects include... due to a "feature" I found during my 1v1 coforge "Eternal Flame", using Round Time conditions causes maps with intro cameras to trigger those scripts, in this case Scoring. I have a cleanup thing going through and clearning the accidental point it assigns each team before the round starts, as the round starts, but when the first person of the next team joins when there is no other team at start, they will hear like "lost or gained the lead". It's not that bad of a side-effect, but you can try it and let me know if you think it is okay to keep the Sudden Death if it has this side-effect.
on the above "side-effect", I have been given a suggestion by captain punch of the scripter's guild, where on discord I posted a question about the way that piece is implemented... His suggestion seems sound, but I have not had time to try it yet. It will hopefully fix the above side-effect and all will be buttery smooth as far as user experience
[@captain punch's Suggestion implemented] No more side effects of sudden death scoring at the beginning of a match needed to be wiped, nor the incorrect lead change announcements from that. VO for "Sudden Death" has also been added, which I feel is perhaps the final thing I was wanting to do with 1-site extraction before releasing it. The way this behaves is, if the score is both tied AND the round has only 45sec or less left, it will sound the VO. So, if someone scores to tie it before OR after that 45sec to go point, it will let users know that you cna battle for that next position to score. They will perhaps be surprised when it doesn't go into an overtime, but that's okay I think. On the overtime aspect of this - I did not test this last night - too tired, but I THINK overtime can be kept as an option, but I would like some feedback for the main mode, which of course is easy to edit by others in the gametype. (Yes, keeping it works, and IMO works perfectly.) Keep Overtime - If tied, teams can score as above sudden death scheme describes, but if none of them cap the site then no one scores and it goes into overtime, where normal scoring rules are restored (if overtime is set to >45sec that is) and a new sudden death could occur at the end of the OT because it sees the countdown to 45 again and thinks it needs to do it again. If the game is STILL tied because no one caps the site even for a fraction of a sec, then game will end Tied. I like this idea. But I can also see just removing the OT. Remove OT - Players get one sudden death opportunity at the end of regulation, and then if no one caps the game is just over but the game will always be locked to a set time (max 12 min right now). *This option leaves more probability that a match can end Tied. Which do you think is better for our default mode that I will be promoting shortly? (of course, people can tweak OT on their own in the gametype) ****** Anyways, I believe the demo maps have had these changes successfully added last night, so please go into full blown test mode and try to break this so that if it doesn't break, we can get this crossed of my list of projects! (or at least pushed to the back for a moment ) <<<--- green means GO!
This is now released as v1.0 !!!! The plan is to try and consolidate the 1-site version prior to releasing prefabs for forgers to use on their maps, where we can possibly save several pieces and bring budget down at least a little. (note, depending on interest and some of the technicals, I may opt to discontinue pursuit of the 2-site Extraction variant, since its piece usage is so high)
Okay I finally watched some H4 footage... I never could tell what was happening so I didn't know the device was floating there or that the forerunner stuff gets teleported. Lol. My illness decreases my visual perception a bunch so I'm much less aware of the things in looking at. I just always ran to the waypoint and pressed the button. Man, you've nailed this thing, Exter! Any overtime scheme works for me. Players must have to get used to it and play accordingly. I wish we had better navpoints in scripting. Is 10 the highest we can count to before it skips numbers? And the text is hard to see. Half the time i don't realize it's there. A timer or progress indicator would help a ton. Anyways great stuff!
I opted not to do a full countdown because of the sheer nbr of scripts that requires, but just a text update... Thanks for the compliments!
@all (anyone interested) @Ryouji Gunblade @HeX Reapers (especially) Boys! IT sounds like we have some work to do, but overall this was a great success, at least initially. People say it has a lot of potential, but needs some tweaking. I think I have a few different channels of communication coming in about feedback... it will be interesting to coallate it all. HCS settings for Gametype and Maps - I know @NOKYARD has provided a link for an HCS mercy, which will be great to use. Same with other "HCS" variants of other maps (lets build as many as we can, then people will play what they like). However, I am not sure what to do about overwriting the existing maps people already have bookmarked. Should I merely adapt those maps to be "HCS" or replace them? Or, do we keep two versions? Keep in mind, that if we install the hardware on many maps, and make ANY changes to the hardware, that it will all need to be manually placed, which is a headache. It would be best to solidly come up with a final state, and then copy onto all maps we have. Mechanical tweaks: (The trade-off here is making this gametype use EVEN more scripts than it already does, which is pretty high. If we prioritize dev maps over forge, then the number of scripts and items becomes almost moot. But, the goal should be IMO, to make this possible for forge maps too. If anyone wanted to include other scripts alongside Extraction, then the higher this budget goes, the harder that is.) More obvious "countdown" towards scoring - this is a little problematic, but I will try my hardest to find something that is at least a little better. The trouble comes from the fact that the value of the number displayed by the Nav does not correspond to a variable value, that say, counts down from 45 to zero. That would mean 45 additional scripts at minimum. I may opt for a more obvious warning sound, like a horn sounding or something... rather than a visual change to the Navs. Team detect boundary zones - slightly increase radius. There is a mechanism that turns off the switches depending on whether the team who owns it is in the zone or the opposite team. If a "owning team" member runs into the beacon fast enough, they can still press the button for a split second before the switch deactivates. That delays the countdown 3 sec and causes confusion. A slight increase in radius may fix/avoid that, but hopefully won't introduce other unwanted side-effects. (probably increase radius by less than 1.0 units) "reset" nav notification for beacon capture/conversion, increase range - initially, players don't understand that if they walk away from the beacon for a moment, it resets your progress towards capturing it. A wider range for that "reset" word to appear on the screen will help educate players. Time to capture - I think there is disagreement here, but Vetoed made some good points on his stream. He believes that because you can still shoot in between your button presses, that it should take a little longer to capture and convert. TTC (time to cap) is currently 2.5 for initial capture, and 5 sec for a conversion (roughly, if one presses the buttons ASAP) could add a few 10ths of a second, IMO without creating too much confusion about why someone cannot press the button again... (if they press it once, and it doesn't appear to be possible to press again soon, then it will cause them to give up and walk away, not understanding that a split second later, they could have pressed it again. There is a clear balance that needs to be struck here) Weapons and other balancing issues for maps - most of this will be alleviated by using the HCS Gametype templatees and changing up the maps. (MM players don't differentiate between the game-mode and the way the map is set up for the mode. They need to be complimentary and absolutely up to standards.) anything else I missed?
oh, I also want to see if there's a way to make the mini-game mode show the actual score at the end of the match, rather than just show that one team has "1" round won, vs "0". @Yumudas Beegbut @NOKYARD do you know how to do this?
Sounds good overall. The most important factors for making this competitively sound are readability and consistency, so I definitely recommend focusing on getting it to the most official-feeling state possible. Once you finalize the physical setup I'll put it on the HCS versions of Mercy, Eden, Empire and Plaza (You'll just have to explain how of course). I'll whip up the HCS gametype too if you want.
What if it was simply two button presses to convert? Is three necessary? Did you consider longer respawn times such as 10 seconds?
yes, I think longer respawn is what people were asking for last night. It will be done. I have considered 2 presses for a convert, but one of the key features of H4 was that an initial cap needs to take shorter time the recap(convert). In order to make the first thing not merely an insta-cap, you have to have that be at least 2 presses. Then, to make the recap longer, you need a 3rd. Since each is separated by a 2.5 sec cooldown, that makes one 2.5 and one 5. If we change one we necessarily change the other. Otherwise, Ithink are you suggesting that recapping should be shorter... but wasn't a lot of the feedback last night that it should be longer? Not saying you're wrong, I just want to please the most people with whatever we do.
At this juncture, I would prefer to do the installations because I need to verify certain things, and it will just be faster. Then, the maps are all on my GT and easy for everyone to find, you know? How much really changes between HCS and regular maps? Is it just no Autos and some different PU and PW? I'm not sure if we grab a new copy of the maps and then give people two options, or if most of this is going to be competetive and we just need to replace existing maps. If so, why not just keep the same files? Hard decision Ithink... Also, the Gametype can just be changed to HCS settings and I can easily change the name - and non comp players can always disable the special radar characteristics and add an AR back in if they want. So, I think I know how to make the gametype HCS, I would just need confirmation on what is the current set of "rules" for those gametypes, and I will make the change this weekend. Someone please list HCS rules for gametypes below: (here's whta I think it is) Radar only works when you are sprinting or using a spartan ability other than clamber No secondary weapon, regular magnum as primary Radar range? (list the % and the meters, please) I want to get as much as possible done this weekend, but we'll see with family stuff... Thanks all!
yeah, that's my thought as well, but I wouldn't want to reduce the number of presses I dont' think... more would be too hard to understand, and less would be too fast. I'll be careful with increasing time though, cuz small changes will probably seem bigger than they really are.