Trait Zone delayed spawning

Discussion in 'Halo and Forge Discussion' started by homestead, Feb 6, 2013.

  1. homestead

    homestead Promethean

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    Hi everyone! I'm trying to make a mini game that emulates a Tower Defense game, by using either KOTH or Griffball to force one team to score points at the end of a loop. Another feature to this gametype that I would like to add are stacking trait zones. Each new "wave"(loop) would add a new trait zone increasing the defenses of the attackers. While the defenders have new weapons spawning in each loop. Theoretically this is simple to achieve, but it keeps failing to work properly.

    My current set up uses three trait zone alpha, bravo, and charlie. Alpha is set to spawn at start, because it is the lowest ranking in trait zone order, so when bravo spawns after it the effects of alpha will be replaced. Bravo and charlie have spawn at start set to false. Yet they seem to spawn immediately and override alpha.

    Is anyone acquainted with this?
     
  2. SilentJacket

    SilentJacket Forerunner
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    did you check respawn time?

    (also, min/max number of zones)
     
    #2 SilentJacket, Feb 6, 2013
    Last edited: Feb 6, 2013
  3. homestead

    homestead Promethean

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    Sorry i thought I made it clear that I did this. They are set to spawn alpha>bravo>charlie at instant 60 sec and then finally at 120 seconds. They all spawn at once rather than at the appropriate times. I wanted to take advantage of the override feature by having them replace each other with increased shield modifiers every 60 secs.
     
  4. unrivaled20

    unrivaled20 Promethean

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    I have found that kill and soft kill areas will show up at the start even if you have them not intially spawn and set a time limit.


    I also do not think it is possibly to stack trait zones however i have not tried. One way to test this would be to set up 3 trait zones. 300 movement 0 movement and 150 movement. then overlap 300 and 0 and see if it the same as 150.

    Also check and make sure you have spawn at start set to false.


    Good luck
     
    #4 unrivaled20, Feb 6, 2013
    Last edited: Feb 6, 2013
  5. MrGreenWithAGun

    MrGreenWithAGun Forerunner
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    I would expect the trait zone, the respawn zone, and the safe boundary to all behave the same - you cannot spawn them in on timers. (In Reach, we found you could gate out a boundary with invasion.)
     
  6. homestead

    homestead Promethean

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    I've never used reach's forge (its the only halo game I don't own), so I wasn't aware of this thanks for the update. It's unfortunate that trait zones won't spawn this way as it would provide a unique map specific way to add variety by changing traits over time. Without invasion grifball should work if players don't bunch up on the end of the track. The first person picks up the ball and scores immediately, making it respawn on the next person who scores immediately. If the attackers don't score a certain number of points by the end of the game the defenders "win".
     
  7. DavidJCobb

    DavidJCobb Forerunner
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    It's already been confirmed that the effects of Trait Zones don't stack (add/multiply), but they do override one another. The priority is:

    Base Player Traits < Zone Alpha < Zone Bravo < Zone Charlie < Zone Delta
     
  8. ExTerrestr1al

    ExTerrestr1al Promethean
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    he said "stack" but he didn't really mean that their properties would stack, just that they are occupying the same space.

    nice idea for a gametype but it sounds like you can't delay spawn things of this nature...

    I was wondering the same thing last night about a respawn point... if you could make it invalid at the start and show up later as the match progresses... guess that will probably fail too.
     
  9. homestead

    homestead Promethean

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    Exactly I wanted to make one team harder to kill over time, while the other gets more weapons.Its not the end of the world, and I'd rather understand the game mechanics better anyway. Instead i'm spawning things to benefit the attacking team each round. Armor abilities, Dominion Shields over parts of the maze, and man cannons all improve the defenders livelihood. Anything that could work like these is what I'm forced to use now.

    I don't know about blocking spawns for set times. I'd imagine that the game recognizes that something is blocking the spawn and would remove it, because effective spawns are required for smooth gameplay. Have you tried this though it could be useful for everyone trying to make their own invasion game type. You can definitely block teleports from a central hub spawn for relatively the same effect though. But then again always spawning in front of a teleport isn't always neat or desired.
     
  10. ExTerrestr1al

    ExTerrestr1al Promethean
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    no I meant labelling a spawn point to not exist until several minutes into the map... that seems to be impossible because it's the same type of object as your trait zone which won't accept such manipulation.
     
  11. homestead

    homestead Promethean

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    Oh sorry, I misread that. I thought invalid meant blocking them... derp
     

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