Optimistic submitted a new map: Headhunter (gametype) - Attepmpt to recreate the Headhunter gametype from Reach with scripting. Read more about this map...
Interesting, I've been searching for someaone to finally get this done! Gonna try it ASAP! PS: Good job on that explanation panel, thanks!
Tested it yesterday... Incredible! Was a nostalgic and great experience, everybody on the lobby loved it! Fun for FFA and sweaty for Teams: Scripting worked fine, almost no issues (in two times the cubes went outside map's geometry making them impossible to grab). Game labels and nav points makes it easier for players to understand how it is played. I guess this is a WIP demo, but I would really like to see Skulls instead of "cubes" in the future. It would be nice to have the "skulls" in normal physics so they don't get stuck on the air which gives hard times to the players. I would hear other people saying "we need more skulls instead of just one with a number value". Maybe they are right, but the way I feel it, H5 is fast paced than Reach and the system as it is worked properly for the speed H5 is played, so I guess it will be alright. (Even with 8 players FFA game, it was hard to just actually grab a cube and runaway from danger) I suggest to add a sound effect when the score zones move so players can we warned when they do so. More than scripting issues, maybe score zones position issues. Some areas are harder to reach or just one way to get in (for example, the one in the air by the lift on Riptide). Zones should be easier to locate and have many ways to enter, so players who are about to score don't get choked. Kudos on this one, was fun to play! Any more feedback I willl return to this thread.
First of all, thanks for playing, it's great to hear you guys enjoying it! The first few version of the script actually use the skull objects instead of the cubes, but those would hit the players (sometimes even killing them) while moving to the dead body's location, so I had to scrap it. (Can't use the oddball skulls, either. Although they won't interact with the player model, the script will break if someone manage to pick them up.) I would also really like to do that, but it's impossible due to how the game works. The cubes' physic is set to "phase" initially, so they can move through walls. In the first version of the script, it will then be changed back to "normal" once they're in position, (there's even a script that change their velocity to create the head popping effect), but the game somehow also moves the skulls' respawn position to where their physic is set back to "normal", causing the skulls to respawn every where on the map, and break the scripts. This is done because of how many boundary check scripts the game can support. If there are more than 16 boundary check scripts on the map at a time, the game will start to lag, and there's a possibility that all of them would stop working, that's why I came up with this number nav marker thing. In addition, how many objects a script moves at a time can only be pre-defined when setting up the script. They can't be specific on-the-fly. There should be a "beep" sound every time the zones move. Yeah, some of them really need to be reposition, I will check them out. (I knew that Riptide one is really bad when I was making the map, but it's so stupid I just left it there!) Again, thanks for playing and the suggestions (plus reading through this long post)!
Well done. I played this the other day with someone, maybe on pc? Was it yiu? Anyway, yes you are right about the object physics spawning issue. You can chNge physics state after spawn, but you would never be able to revert it properly while resetting original position, so it is not practical to use normal physics for this.
Thanks ,and that's probably me! I've also played your Extraction maps and think those are wonderfully done (the Extracting fx is great)! It will be amazing if you can create a multi-site version of it.
Optimistic updated Headhunter (maps & gametype) with a new update entry: Small update! Read the rest of this update entry...
Optimistic updated Headhunter (maps & gametype) with a new update entry: Huge Overhaul Update Read the rest of this update entry...