King of the Hill in Halo 5 Forge!

Discussion in 'Halo and Forge Discussion' started by Oak, Jan 4, 2016.

  1. Oak

    Oak Legendary

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    The other day I was speaking with my friend about how cool Construct King would be in Halo 5 so I decided to attempt to recreate KotH in forge using Strongholds as a base. A day of forging, and one epiphany filled dream, later and I figured it out!

    There are a few things to note about the gametype. The first being the obvious, you don't have to sit in the hill to actually get points. As it is a stronghold, you simply cap it and then get points from it. However the instant capture time makes it beneficial to leave a teammate in, or near, the hill in order to stop a team just rushing in.

    The other big issue is a movement of the hill can only be a maximum of 100 units in each direction. For instance, if the first hill is at 0,0,0 then the furthest the second hill can be is at 100,100,100. This could probably be worked around with some clever scripting, and at some point I will attempt to do it, but I have not yet attempted to remedy this issue. The issues are annoying, but this is just supposed to tide people over until 343 hopefully patches in actual KotH.

    Video:


    If you would like to see the gametype setup, I have a map and gametype for it on my bookmarks. GT: ILLMASTER MONK

    Now for the actual setup.

    You will need the following objects to script a standard 2 min hill cycle. So the hill will move A-B, B-A, A-C, C-A, A-B, B-A throughout the game, which each move happening every 2 mins.

    6 barrels (or any exploding prop), 1 script brain, and 1 stronghold.

    ____________________________
    Script Brain Scripts
    ____________________________
    On Timer:
    Initial: 2 Mins
    Repeat: 2 Mins

    Action: Message Send
    Channel: Alpha



    ______________________
    Barrel Scripts
    ______________________

    MAKE SURE THAT RESPAWN IS OFF!!!!!!!!!!!!!!!!!


    On Message: Received
    Channel: Alpha
    Action: Damage Ration
    Barrel 1: 1.00
    Barrel 2: .50
    Barrel 3: .34
    Barrel 4: .25
    Barrel 5: .24
    Barrel 6: .19

    Script 2:
    On Destroyed/Despawn
    Action: Message: Send
    Channel:
    Barrel 1: Zulu
    Barrel 2: Yankee
    Barrel 3: xray
    Barrel 4: whiskey
    Barrel 5: victor
    Barrel 6: uniform


    _____________________________
    Stronghold Scripts
    _____________________________

    1: On message receive Zulu
    Action: Move Offset (move to first hill location)
    Local Movement: Off
    Time: 0.1 (if it has issues, set it .1 higher until the issue stops.)

    2: On message receive Yankee
    Position reset (this is the second hill, which is the start)
    Time: 0.1 (if it has issues, set it .1 higher until the issue stops.)

    3: On message receive Xray
    Action: Move offset (move to third hill)
    Local Movement: Off
    Time: 0.1 (if it has issues, set it .1 higher until the issue stops.)

    4: On message receive whiskey
    Action: Reset
    Time: 0.1 (if it has issues, set it .1 higher until the issue stops.)

    5: On Message Receive victor
    Action: Move offset (same as first script)
    Local Movement: Off
    Time: 0.1 (if it has issues, set it .1 higher until the issue stops.)

    6: On Message receive uniform
    Action: Reset
    Time: 0.1 (if it has issues, set it .1 higher until the issue stops.)
     
    #1 Oak, Jan 4, 2016
    Last edited: Jan 4, 2016
  2. Chef Linguini

    Chef Linguini Forerunner
    Forge Critic Senior Member

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    And what friend was that?!

    Good work dude. Can't wait to play it.
     
  3. ForgeHub

    ForgeHub The heart of the Forge community
    Administrator Senior Member

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    Thanks for developing this and sharing with us! We shared your thread with the rest of the community via twitter just now: TWEET
     
  4. Dax

    Dax Mhmm.
    Forge Critic Senior Member

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    This is pretty cool, however it seems a little hacky moving the terminal like that. I think I have a solution for that though.

    Instead of:
    • Having only one terminal
    • Having the terminal move based on the message it receives from different barrels

    What about:
    • Have multiple terminals (place them where you want the different hill locations)
    • Create a script for each barrel: Upon being destroyed, send message Charlie
    • Create a script for each terminal: Upon message Charlie received, despawn (so that all terminals despawn)
    • Give each barrel another "Upon being destroyed, send message" script, but make the channel for each barrel unique
    • Create a corresponding script for each terminal: Upon [message from barrel x] received, spawn

    So each time a barrel is destroyed, all terminals are despawned, and then the terminal receiving the message that the destroyed barrel just sent respawns. So only one terminal is visible at a time. Does this make sense? This should work, right?
     
  5. Overdoziz

    Overdoziz Untitled
    Forge Critic Senior Member

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    It's sad that we need to jump through so many hoops to play a basic gametype that's been in Halo for over 10 years. Nice job, though.
     
    HeX Reapers and Jesus in Malibu like this.
  6. Dax

    Dax Mhmm.
    Forge Critic Senior Member

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    Also, assuming my above idea isn't flawed, you would only need to use as many barrels as there are terminals, just set respawn timer for the barrels to (120sec * (# of barrels - 1)) + 1 (the +1 is added so it doesn't get caught up with the Alpha message).

    For instance, say you have 3 terminals, 3 barrels, & a brain on your map:

    Script Brain:
    • On Timer:
      • Initial: 2 Mins
      • Repeat: 2 Mins
    • Action: Message Send
    • Channel: Alpha

    Barrel Z:
    • Respawn: Upon destroyed: 241 sec
    • On Message: Received
      • Channel: Alpha
      • Action: Damage Ratio
      • Ratio: 1
    • On Destroyed/Despawn
      • Action: Message: Send
      • Channel: Charlie
    • On Destroyed/Despawn
      • Action: Message: Send
      • Channel: Zulu

    Barrel Y:
    • Respawn: Upon destroyed: 241 sec
    • On Message: Received
      • Channel: Alpha
      • Action: Damage Ratio
      • Ratio: 0.5
    • On Destroyed/Despawn
      • Action: Message: Send
      • Channel: Charlie
    • On Destroyed/Despawn
      • Action: Message: Send
      • Channel: Yankee

    Barrel X:
    • Respawn: Upon destroyed: 241 sec
    • On Message: Received
      • Channel: Alpha
      • Action: Damage Ratio
      • Ratio: 0.34
    • On Destroyed/Despawn
      • Action: Message: Send
      • Channel: Charlie
    • On Destroyed/Despawn
      • Action: Message: Send
      • Channel: Xray

    Terminal Z:
    • On Message: Received
      • Channel: Charlie
      • Action: Despawn
    • On Message: Received
      • Channel: Zulu
      • Action: Spawn

    Terminal Y:
    • On Message: Received
      • Channel: Charlie
      • Action: Despawn
    • On Message: Received
      • Channel: Yankee
      • Action: Spawn

    Terminal X:
    • On Message: Received
      • Channel: Charlie
      • Action: Despawn
    • On Message: Received
      • Channel: Xray
      • Action: Spawn
     
    #6 Dax, Jan 4, 2016
    Last edited: Jan 4, 2016
  7. Oak

    Oak Legendary

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    This was actually my original idea for the gametype, but unfortunately it doesn't work. Despawning a stronghold does not set it to neutral so whichever team controlled it when it despawned would continue to control it forever. I believe I was also having issues with spawning and despawning the terminal at some point, but I'm not sure if I ever fixed that.
     
  8. Dax

    Dax Mhmm.
    Forge Critic Senior Member

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    Hmm, I see. What about giving each terminal a movement offset of -10 in the Y direction, then despawning them, then respawning the terminal that's up next?

    I guess this is also pretty hacky, but to me it'd still be easier this way than trying to find the exact coordinates to move the single terminal. And have you checked to see if players receive damage if they're hit by the terminal while it's moving?
     
  9. Oak

    Oak Legendary

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    I don't really follow how that offset would change anything. And yeah we tested it moving and a player being in the way. The terminal moves so fast that it just teleports through a player, and if the move time is set to a long enough time that this doesn't happen it will just push them.

    We actually discovered an issue when playtesting recently where the players could walk through the terminal. I fixed it on the test map by putting the stronghold into the floor.
     
  10. Dax

    Dax Mhmm.
    Forge Critic Senior Member

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    Oh sorry, I'm dumb.

    First, I actually meant to say in the Z direction, not Y. So the idea was that it'd disappear under the floor before despawning. But also, I guess I got started thinking too much about koth, and was thinking: "if you move the terminal so that no one is in it, then it'll be set back to neutral and no one will continue to get points!" But then I remembered Strongholds doesn't work like that. I think. I don't know, I don't play Halo that much anymore.

    Looks like you've got it figured it :yes: carry on.
     
  11. Doju

    Doju Promethean
    Forge Critic Senior Member

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    Some solid thinking to create a much needed gametype. Thumbs up.
     

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