Alpha, Bravo, Charlie, Delta Mini Game Boundary Competition

Discussion in 'Halo and Forge Discussion' started by Spry, Jun 2, 2018.

  1. Spry

    Spry Heroic

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    Hello,

    I'm Boonshadow and my latest map creation and game mode is my first stab at Mini Games.

    Game Mode: Juggernaut Skull
    Map: Archipelago
    8 player FFA Slayer

    So I have Alpha through Delta with EIGHT Scripts on them each, although they could probably be consolidated I have the scripts organized the same way for quick changes between them while testing. I've tested for hours and can't solve my problem.

    Set up like this:

    Alpha: Juggernaut Skull
    Barvo: Infected Sword
    Charlie: Ravening Sliver
    Delta: Gravity Hammer

    I've tested down their boundaries to each be 3.75 on all side, that's the smallest that would work.
    Each boundary applies screen effects and the correpsonding trait to objects IN THIS BOUNDARY,
    Continously, then the traits and screen effects clear when the boundary is left.

    So I've played around for hours to fix bugs and have it down to when you pick up TWO magic weapons, the screen effects will flicker back and forth. This also means traits are being applied back and forth...which I'm not sure if that is good even though barvo, charlie, and delta have the same traits.

    The problem I can't fix and the reason I'm here....

    When I throw the Alpha skull the exit boundary doesn't register while holding TWO other magic weapons, leaving the Alpha skull stranded-able as most players will naturally try to grab as many best weapons as possible. The Alpha Skull have a force despawn when players exit the boundary for 5 seconds. To reiterate, when holding Two magic weapons the skull doesn't recognize boundary exits when THROWN, this is why a troll could come in, go to the edge of the map with Two Magic weapons and the skull and throw it into the ocean. When this already happened once I was able to ground pound over top of it under water and activate the reset with my dead spartan body during respawn.


    I'm really hoping that there is a trick with timing or spawn value scripting or power activate conditions etc... that will help me pull this off.

    Experts, help me out. What other info do you need?

    Thank you
     
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  2. ExTerrestr1al

    ExTerrestr1al Forerunner
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    I think you should use power channels and checks to verify when someone has ,a and does not have each weapon. It is a solod way of locking things in, since thwy cannot be turned on when already on.

    Often, it is best to first use a number to count how many ppl have the weapon, when greater than 0, set power chan. This layer seems redundant but it is very reliable.

    Good luck!
     
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  3. Spry

    Spry Heroic

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    Thank you so much I think I've got something working now playing around with your suggestion!
     
  4. Spry

    Spry Heroic

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    Well shoot, what I thought was working quickly broke again. The traits are stacking. I highly doubt that I configured the power channel check correctly. I've deleted all my scripts and I'm starting over. I read somewhere else that number checks is a more reliable alternative than boundary checks but it's pretty confusing language with Global, Variable, Offset, Random I mean holy crap where's the manual for FORGE? The little descriptions are like notes for experts.

    Do you know of any similar scripted maps/prefabs etc I could visit that would show power or number checks working? Or, would you be interested explaining either one if you understand them?

    Thank you
     
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  5. Spry

    Spry Heroic

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    Objective: Have 4 trait scripted weapons for mini game (2 swords, 1 hammer, 1 skull) that flicker back and forth while holding multiple scripted weapons, clearing traits & screen effects as they are dropped individually. Flicker because they each apply screen effects with continous boundaries each set to repeat around 0.5 seconds. I.E. every second the screen flashes between Negative and FLood screen effects when holding 2 weapons. Then when holding those 2 AND picking up the script skull(alpha) a 3rd screen effect enters the mix, set for Earthquake video. It's awesome. It works. But for some flipping reason the traits carry over and multiply and after a few minutes one or more players is suddenly invincible, infinte thrust with 300% speed and game pretty much jump into space.....everything turns Dragon Ball Z on me.

    So I want to keep this effect for the screen effects but I need to have scripts to ensure that traits are cleared in a very specific, defined, locked in manner as you said. This will be a super rad game if I can finish it.
     
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  6. ExTerrestr1al

    ExTerrestr1al Forerunner
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    so, I re-read your first post, and I think I misunderstodd. You're initial problem, and perhpas the one you still have, is that when you are holding two weapons, one holstered, it thinks you are in the boundary of both?

    If that is the case, and changing the height of the boundary isn't an option, we'll have to get more creative.

    The Scripter's GUild is doing some work looking at how to target weapons a player is holding, for crazy effects, but work is early... I'll see if anyone has any thoughts.
     
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  7. Spry

    Spry Heroic

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    It's hard to explain because I'm not sure exactly what's causing it and I tried so many combinations. I'm convinced that boundaries are useless when it comes to mini game trait apply/clear for this game. I have hope in your recommending power set power check, or something of the sorts. I'm dedicated to making this work somehow I've grabbed the "Single Spawn Oddball" from the content browser Prefabs and am literally transcribing the extensive scripting on this ball into excel sheets to try and make sense of them. The guy has 5 script brains with 4-8 scripts each and the ball has 7 scripts.


    Here's my goal which may be more helpful than trying to describe the problem, they were all boundary based anyway which I will still use for the screen effects changes because those worked fine.

    Goal:
    *No stacking or carrying over of mini game traits after spartan death.
    *No stacking or doubling of traits by double triggers, traits that fail to clear
    *When a spartan respawns he should have zero traits, not have A+B or double A, double B etc.
    *Alpha trait should take precedence when equipped with one or more other scripted weapons.
    *Barvo and Charlie have identical traits, Delta has nearly identical traits.
    *If 3 scripted weapons are held, that means one of them is the skull. When the skull is dropped it will be two traits assigned to one player. Barvo and Charlie would be secondary in precedence. Delta would be Tertiary in precedence. As weapons are dropped, regardless of combination, the appropriate trait(s) would be applied to the wielder.

    I'll upload that excel sheet when I'm finished transcribing the ball scripts, I think something like this could work.

    I really appreciate the help and thanks for asking around.
     
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  8. Spry

    Spry Heroic

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    It's hard to explain because I'm not sure exactly what's causing it and I tried so many combinations. I'm convinced that boundaries are useless when it comes to mini game trait apply/clear for this game. I have hope in your recommending power set power check, or something of the sorts. I'm dedicated to making this work somehow I've grabbed the "Single Spawn Oddball" from the content browser Prefabs and am literally transcribing the extensive scripting on this ball into excel sheets to try and make sense of them. The guy has 5 script brains with 4-8 scripts each and the ball has 7 scripts.


    Here's my goal which may be more helpful than trying to describe the problem, they were all boundary based anyway which I will still use for the screen effects changes because those worked fine. The boundaries can't be used because each object can only have one boundary and the 3.75 radius, top + bottom all around is the smallest they can be in order to apply specifically screen effects when equipped by Spartans.

    Goal:
    *No stacking or carrying over of mini game traits after spartan death.
    *No stacking or doubling of traits by double triggers, traits that fail to clear
    *When a spartan respawns he should have zero traits, not have A+B or double A, double B etc.
    *Alpha trait should take precedence when equipped with one or more other scripted weapons.
    *Barvo and Charlie have identical traits, Delta has nearly identical traits.
    *If 3 scripted weapons are held, that means one of them is the skull. When the skull is dropped it will be two traits assigned to one player. Barvo and Charlie would be secondary in precedence. Delta would be Tertiary in precedence. As weapons are dropped, regardless of combination, the appropriate trait(s) would be applied to the wielder.

    I'll upload that excel sheet when I'm finished transcribing the ball scripts, I think something like this could work.

    I really appreciate the help and thanks for asking around. I need to check out this Scripter's Guild
     
    #8 Spry, Jun 5, 2018
    Last edited: Jun 6, 2018
  9. Spry

    Spry Heroic

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    Here is the excel sheet. This is actually just a transcription of the Oddball Single Spawn Prefab by AnonFriction. I'm going to use this as a template to start with replacing the ball with skull and removing functions that don't apply to my game type. This should make it a lot easier to help me and perhaps help anyone doing any large script work over at Scripter's Guild.

    Fail: wouldn't let me upload "a file with this extension." Could I have an email address to send it to? If you don't want to post your email here is my work email digitalsaturation@gmail.com send me a message and I'll reply with the attachment.

    Thanks
     
  10. ExTerrestr1al

    ExTerrestr1al Forerunner
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    So, its not just whichever one isnt holdtered is primary, except skull always wins?
     
  11. Spry

    Spry Heroic

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    No you're right that would be ideal if possible with power check/ multi-message somehow.
    Alpha always wins then barvo, charlie, delta in that rank for as far as traits being applied. Is there a way to target something that is holstered? For boundary checks, the holstered weapon's boundary competes for the equipped weapons boundary which is desired for the flickering of screen effects.

    To clarify

    Alpha + b, c, or d = alpha traits
    b + c = barvo traits
    c+d = charlie traits
    b+d = barvo traits

    I'm hoping it can work out this way but a close variation would be cool too like if the traits also flickered while holding multiple scripted weapons.

    for example
    b+c equipped
    barvo = jump high/run slow
    charlie = run fast/jump low

    depending on the rate, one second you might be able to jump super high or run super fast but not both smoothly.

    If one could change traits depending on which one is equipped(while holding two scripted weapons) that would probably be the coolest version of what I'm trying to do.

    Lots of room to play around with this concept
     
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  12. Yumudas Beegbut

    Yumudas Beegbut Legendary
    Wiki Contributor Senior Member

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    Haven't read thru all of this yet, hope I can get to it. I'd go straight to having the weapon/skull set a player number for a player inside its boundary. The player number only gets changed while the player holds the weapon/skull.

    If you use a repeating timer to keep setting the number to a constant it either
    1. Only triggers the 1st time it changes (Force Dirty is OFF)
    2. Triggers every time (Force Dirty is ON)
    You can add a Wait and then reset the number to zero & also set Condition Interrupt = ON. That resets to 0 if the player isn't holding the weapon for the Wait time.

    Then use Number Check Equals Constant (1/etc) to set Traits and Number Check Equals Constant (0) to clear Traits.

    Not sure if that's exactly what you need, but should give you some options to try.
     
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  13. Spry

    Spry Heroic

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    My brain hurts! Thank you this sounds legitimate but I'm really going to have to spend some time thinking about these. I'm just now getting into number and power checks.

    I'm about to test a sorta similar concept with label adding, let me know if it makes any sense.

    Each scripted weapon has a continous boundary script that applies a label and power set to the boundary activator. Each scripted weapon has a script brain set on power check for the corresponding boundary activated label/power set. Each script brain excludes applying traits to all labels except the one the boundary applies. i.e. when picking up alpha...b, c, d, won't receive traits, that is if they already have a magic weapon. They would have to drop the weapon which all remove labels upon exit of boundary, in order to pick up a new weapon.

    This is a weird work around that isn't really what I'm going for. What you're talking about seems a lot more where I need to go.

    I want an order of traits, that are all constantly trying to apply if 2 or 3 scripted weapons are held at the same time, with a dominance order. Alpha would be primary, then barvo > charlie > delta.
     
  14. Spry

    Spry Heroic

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    Yeah nevermind the label attempt was another circus
     
  15. Spry

    Spry Heroic

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    Thank you Yumudas Beegbut! I've made sense of what you said I'm going to put it together and test it.
     
  16. Yumudas Beegbut

    Yumudas Beegbut Legendary
    Wiki Contributor Senior Member

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    DROP YOUR WEAPON!
    Not sure if this caused any problems here, but when you pick up a ball, you actually... drop your current weapon. lol! It becomes invisible and can't be interacted with by players, but it can be detected if you drop it in a boundary that tests for objects inside it.

    When you drop the ball, it reappears in your hands. Not sure if that screws up Boundary Checks for either the weapon or the ball...?

    For the Ball Boundary, I found that just the one dimension needs to be the 3.75. I think I used the thinnest cylinder for the other dimensions. Weapons might need to be a little bigger, but their base point is where the Spartan grips it. A holstered weapon's base point can end up just about anywhere.

    Short Video Showing Held Weapon Locations

    I gotta check if I have a Ball [only] object prefab ready that can help with this and with Player Numbers (which are the most annoying). Ah, here we go:

    Ball and Score Zones Prefab - I finally submitted something on Forgehub... it's got 3 objects and a whopping 5 scripts! Don't get blown away by its gravity. There's a quick write-up. See if it gives you some solid ground to stand on.


    TRAITS
    I haven't tested Traits much & picked up info from other people, but I'm not sure I have a good understanding...
    • I originally heard that switching between Traits resets them
    • Then I heard that spamming the same Trait stacks them
    • Then we figured out that each Trait's % numbers are multiplied by the default player Traits
    • Also, for some (all?) On/Off settings, you need to have them turned On in the default Traits or the Mini-Game Traits can't turn them back On
    Do you know for sure that you can apply a 2nd Mini-Game Trait after an initial one? It might be that we start with the Default %s and they just keep getting multiplied every time we apply any Trait. Applying 50% 1 time = 50%. 2 times = 25%. 3 times = 12.5%. And so on.

    That would be fantastic since we could use different combinations and let us use a granular range of %s. And we can clear the Traits and then stack the ones we whenever we need to. Gotta test that. Might not be able to apply 2 Traits at the same time (game tick), but we can work with that.


    DOCS
    By the way, here's a really useful Google Sheet that has the Conditions & Actions all listed along with most of their options. There's some helpful notes, but not proper explanations. Many of the long lists of options are all in there & most of the Game Mode settings and possible values.
    Conditions & Actions & More Google Sheet

    There's also a link to the Scripter's Guild discord server in my signature, but just in case here: https://discord.gg/rSFqZ4C
     
    #16 Yumudas Beegbut, Jun 9, 2018
    Last edited: Jun 9, 2018
  17. Spry

    Spry Heroic

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    [Drop your weapon]
    I didn't understand what you were talking about at first until I watched the video. Those must be the invisible built in boundaries I was unaware of but assume existed. When I pick up the skull and throw it, I still have the two other weapons I had before picking it up so that is very confusing to me.

    [Drop the ball it reappears in your hands]
    When the ball drops or is throw you must be saying that it's invisible boundary remains with the player? That seems like it definitely sucks for boundaries applying traits.

    [One dimension for 3.75]
    For this number I'm specifically talking about screen effects set. I did test and take away the bottom 3.75 after I said that and it still worked so maybe you are right.


    [weapons might need to be bigger boundaries]
    the 3.75 is working good for the screen effects set. The boundaries on all the weapons have been working just fine for screen effects setting. I made the mistake of assuming that screen effects set working was the same machinism for applying traits. So when the screen effects flicker back and forth when 2-3 continous boundaries with staggered repeats are competing for space...in one second it flashes from flood, to negative, to earthquake video when 2 weapons and the skull are held. As they are discarded the remaining screen effects compete.


    [a holstered weapons base point (boundary) can end up anywhere]
    I'm certain that the only way to pull off what I'm going for will involve applying traits by using number check, power check, and multi message/power with a repeat timer as you suggested.


    [Short video showing held weapon locations]
    You must do Forge on the PC? That's incredible information.


    [I gotta check if I have a Ball [only] object prefab ready that can help with this and with Player Numbers (which are the most annoying).]
    I don't know if you saw but I pulled the only public prefab of a single spawn oddball...which came with a parade of script brains.

    [Then I heard that spamming the same Trait stacks them]
    from my experience so far boundaries = 100% guaranteed spam. I've also tried about 4 different avenues using complex label changes and exclusions for traits to no luck.

    [Then we figured out that each Trait's % numbers are multiplied by the default player Traits]
    I was disappointed when I first noticed traits stacking I had gravity increases for certain traits to counterbalance increased jump height only to suddenly have MAX% gravity could barely jump and was like an ice hockey puck all over the map with the max% thruster lol

    [Also, for some (all?) On/Off settings, you need to have them turned On in the default Traits or the Mini-Game Traits can't turn them back On]
    That would suck if this was the problem the whole time. I would need to do everything I did over again to make sure one of the things I tried would work if only the damn traits would clear or go back to default after death at least. Every time the traits stack, they stay stacked. I'll die/spawn and still have stacked traits.

    [Do you know for sure that you can apply a 2nd Mini-Game Trait after an initial one? It might be that we start with the Default %s and they just keep getting multiplied every time we apply any Trait. Applying 50% 1 time = 50%. 2 times = 25%. 3 times = 12.5%. And so on.]
    Definitely don't know for sure, like I said above I was comparing trait application to screen effects setting so it most likely can't be done. But who knows for sure.


    [here's a really useful Google Sheet that has the Conditions & Actions all listed along with most of their options. There's some helpful notes, but not proper explanations. Many of the long lists of options are all in there & most of the Game Mode settings and possible values.]
    Thanks this might come in really handy. I transcribed the single spawn oddball prefab which was extremely painfully boring. I've put so much time into this I'm getting burned out with failed attempts.
     
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  18. ExTerrestr1al

    ExTerrestr1al Forerunner
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    One thing you need to do for troubleshooting, is set up tests to prove when things are happening and not happening. You know what should be triggering, and you have things tied to it. But when things don't work as expected, you may assume you know why. But, sometimes we need to see proof that things are firing when they should be.

    Channel Test Blocks
    Number Test (@Yumudas Beegbut also has an awesome number display prefab in his share)

    For instance, if for no other reason than to do this test, make the triggering of each held weapon's zone set a channel, or send a message, change a number, or something. And make sure you ahve a visual confirmation that each chan/msg/num is changing. Watch it do what it does. Just that right there could help you find something broken, or help you realize a way to do things better.
     
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