Bro Someone Make Extraction

Discussion in 'Halo and Forge Discussion' started by HeX Reapers, Nov 1, 2017.

  1. ExTerrestr1al

    ExTerrestr1al Promethean
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    @HeX Reapers
    crap, I forgot to specifically ask you for placement options for those new maps... or did you already give me that a few pages back (for eden, empire, and plaza)
     
  2. HeX Reapers

    HeX Reapers Legendary
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    Nah those were for 2-Site, I'll redo them later tonight most likely. IMO the stock demo maps should all be hosted on HCS maps, but a standard gametype variant should be released along side an HCS/WC version. This will imply it's meant for comp, but if someone is making a non-HCS core map they have a less-sweaty option.

    As for maps there's some stuff you should note, that being how weapons appear. If I were to set it up I'd label all the Strongholds power weapons and power-ups with the Mini-Game tag, and testers could determine whether there should be a separate weapon set later on. Following that, I also wanted to play around with the weapon set on Mercy since the HCS version is only set up for FFA which has no major pick-ups. Taking what Vetoed said, OS in the H4 Railgun spot and a Weapon Pad Sniper in the H4 Sniper spot (Ammo counts and times based off the other HCS maps). I also wanted to re-implement the extra lifts from Haven on top of that. Maybe you could hand the maps off to me once you implement the Extraction stuff?

    BTW I think you got the HCS settings correct, the tracker range is 60% to clarify. If you are making the gametypes maybe you can format the title/descriptions to match the built-in modes (Default and HCS respectfully), as well as get a good singular action shot to really sell the official vibe.
     
  3. ExTerrestr1al

    ExTerrestr1al Promethean
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    All great advice. Fyi, the 10 sec respawn is active cuz i was able to do that quickly while family is here.
     
  4. HeX Reapers

    HeX Reapers Legendary
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    Eden

    [​IMG]

    Empire

    [​IMG]

    Plaza

    [​IMG]

    (Mercy's points would obviously stay the same)​
     
  5. Yumudas Beegbut

    Yumudas Beegbut Legendary
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    I think you need to use Score Change: Team and make sure the round-based game settings that can be "Not Used" (or whatever it actually is) are set to that. I think "Number of Rounds" or "Rounds To Win" might determine the score thing.

    How many rings are there for the Extraction site? Can one switch color each time a team pushes the button?
     
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  6. ExTerrestr1al

    ExTerrestr1al Promethean
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    Thanks for putting those together. Sorry I didn't respond sooner... been deep in forge and also family over and stuff.

    Could you actually do me the favor of first finding and then preparing the HCS maps and get them totally ready except for the installation of the sites? I am doing some things to the gametype and when the new prefabs are ready, I will drop them onto them. I just need you mainly to take a look at what competitive players expect from weapons and spawns, and then anything that is there for some gametypes and not others, like power ups and stuff, to get the "minigame include" label. The reason Mercy has the PW it has, is just cuz they are there by default. I just limited ammo so they weren't quite as OP.

    (Send me links if/when you have these collected and labeled)

    Hopefully, Ill be ready to place stuff soon...
     
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  7. HeX Reapers

    HeX Reapers Legendary
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    Nice, I'll probably have it ready by the weekend.
     
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  8. ExTerrestr1al

    ExTerrestr1al Promethean
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    I have tried several variations of the "rounds to win" and "Num rounds" but haven't found it yet. If you find the combo, please let me know!

    And on the rings idea - why yes, yes you could. that would add a layer of complexity though, perhaps not worth the gains IMO. FWIW, there is a prgress indicator. It used to be a bar extending out of the old beacon hologram, that turned toward green as you pressed it. Now, it is a 3rd nav that is only visible within a short range, that starts with "3", then goes down to "2" when you press it once. Pressed twice for the initial cap triggers it to immediately go to "Success" and capture it, thereby making it shorter for the initial (per the original mode). Then, if it is a recap/convert then it goes 3,2,1, "Success" with each nav color changing toward green, ending on green. "Success" is wider range so that a player walking away will see it, and train other nearby players. (Team players all get a positive sound fx when pressed, enemy players, a negative) If player waits 3.5 sec between presses, it resets the number and player see's "Reset" with dark orange nav, also in the wider range.

    From what I've observed, most players either immediatley get it, or do so within a couple seconds of messing with the station.
     
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  9. ExTerrestr1al

    ExTerrestr1al Promethean
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    PRE-UPDATE, UPDATE:

    I am doing some reworking of the scripting now that I am working on optimization. The main thing being, that we are no longer going to be doing a 2-site version (100%) of the gametype. The reason for this is that budget got kind of high for pieces and scripts, including all types of script channels. you get that part, no need to explain budgetary concerns to a group of forgers...

    But what we really gain by this is a more perfect solution for several challenges presented by the gametype's requirements, forge, or halo itself. In fact, some of the challenges vanish simply by removing the layer of complexity (a really big one) that is the independent logic of each site's location - because in 2-site, two can be running simultaneously, on different countdowns, different everything. Now, we can have the items share resources and channels, and merely turn on the one that should be on at each step of the way.

    I also found two game-breaking bugs, that this revamp will very likely eliminate the possibility of. I never saw those before some testing the past few days with higher numbers of players more consistently.

    Another good thing is this will reduce budget enough where I feel comfortable implementing a more complex final countdown, or at the very least, a rotating "Score"/"Warning", and "Score/Incoming" for the appropriate teams. I may push to try and do a full "10...3,2,1".

    (you do the math. since Navs cannot be directly tied to a variable, you can't just have it continually refresh to the current countdown number. would seem obvious, but no. Instead, we must program 10 different scripts to detect when the variable is that specific number, and then change the nav for that one second of time. Now, imagine we have three, four, or FIVE extraction sites to potentially have two on at the same time?)

    In other words, Extraction 2-site... to do it right, would cost far too much to have anyone ever want to place it on their map. Naturally, the bigger the map, the more Extraction sites the author would prefer to have, and that would compound their already existing budget problems!

    So, for that reason, 2-site is now officially dead as a project (For me). But, this revamp with new requirements that the logic does not have to later be compatible with 2-site, means it will be a much better gametype. Additionally, we will be able to still offer four and five sites of extraction beacons for the 1-site (at a time) variant. First will come 3-site prefabs, and then shortly after, 4 and 5 site "patches" to include with those other prefabs...

    I hope to have a testing version back up and active within a day or so... lots to do, though!

    (Not that anyone was going to complain, but I thought it would be interesting to hear an update after a silent weekend)
     
  10. Yumudas Beegbut

    Yumudas Beegbut Legendary
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    Here's the settings that seem to give me regular scores instead of that round score crap... at least when I tested by myself. Seemed to work whether I used a Score To Win or just used a Round End action. Maybe something will make sense to you.
    minigame-settings.PNG
    There's some interest in the guild discord about trying to make a Navpoint, Color, animation sort of manager system so we can have one object apply those to a bunch of other objects like when we need progress indicators and stuff like that. I think we might need one when we get to 1-Bomb... Shoot I should do a minor version for 1-Flag controls instead of a brain for each team... Check the discord and see if any of it's interesting or if anyone can come up with something generic and useful for us all.
     
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  11. HeX Reapers

    HeX Reapers Legendary
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    @ExTerrestr1al Alright, just finished setting up the maps, they're on my BMs. Every existing WC map follows the Strongholds weapon set. Since Mercy isn't officially in the 4v4 line-up, I took Vetoed's advice and set it up with an OV and a Sniper. I also added the missing lifts from Haven, credit to either @SgtSlaphead or @karby for the design (Copied it from Chasm). The final thing I did for each map was set up white ground markers for every Site location similar to H4. This may or may not alleviate the need for the A, B, and C navs as it gives each player the ability to learn each location even if the site is inactive, but in the end It's really up to you. I also just did it to highlight where the beacon should be placed, so there's that. The one thing I did not do however was **** with the intro cameras. I recommend you set them up to show all 3 locations at the beginning of the match for obvious reasons.
     
  12. ExTerrestr1al

    ExTerrestr1al Promethean
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    That works! Thanks.

    I'll look into the above on discord and see what I can contribute, if anything.
     
  13. ExTerrestr1al

    ExTerrestr1al Promethean
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    Thanks for doing that. I'll add cameras as soon as Im ready to install.

    (I have new revamped version almost done, but there's one thing not quite right yet. - EDIT: Fixed the scoring announcements have stopped working and there's so many moving parts it's hard to figure out why)
     
    #133 ExTerrestr1al, Feb 3, 2018
    Last edited: Feb 3, 2018
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  14. ExTerrestr1al

    ExTerrestr1al Promethean
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    good news... it's ready. I think. I'm going to eat, then do a couple test maps on the old version of mercy, then if good, copy to all the new maps.

    It will be (re)releasted tonight
     
    #134 ExTerrestr1al, Feb 3, 2018
    Last edited: Feb 4, 2018
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  15. ExTerrestr1al

    ExTerrestr1al Promethean
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    or not... we found some bugs that don't make any ****ing sense. might be quick, might not. ugghhh!!!!
     
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  16. ExTerrestr1al

    ExTerrestr1al Promethean
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    @HeX Reapers i forgot to ask, did you notice and/or like the change to not only the countdown navs, but the way Navs are presented?

    Countdown goes like this - Warning/Incoming (10 sec), then 8,7,6...1 with a mild beep

    "Capture" replaced by "Deactivate" (when enemy controls beacon)

    ***Double-nav compromise - Instructional nav is always 500 units (max) range, and now the A,B, C to teach players the locations is now only visible as you are approaching the site within 45 units.

    (I'm going to look into what we can do during intros to make i8t clear which is a,b,c etc...)
     
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  17. HeX Reapers

    HeX Reapers Legendary
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    Oh for sure, the new countdown is great. I didn't notice the beeping, probably because I was going off of speaker sound rather than my headset. I'm fine with the other stuff too, I'm mainly just waiting to see it all in practice with the new maps.
     
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  18. ExTerrestr1al

    ExTerrestr1al Promethean
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    I believe I have it figured out... all those bugs we saw. Please someone try to get some matches on it today so we can determine if anything else will break. I could not, for the life of me get anyone to join a match yesterday... well almost...

    I did get one test in with a group of randoms (xb), where I had some save errors on the prefabs I was installing, and as a result what we experienced was a blend of old code & new code. Yuck! (now that is fixed)

    The thing causing a lot of the issues Hex and I experienced on Saturday was due to something dumb I did in the selection criteria for what to despawn at a certain moment. It despawned things that were still needed for scoring and capping. That is why it wouldn't score, didn't change color properly, etc. <-I tried to save a user label by grouping two things together.

    For Scripters: I also implemented a VERY SLICK workaround for an unavoidable nuisance. This scheme now uses two sets of Switch groups (1 red, 1 blue) that move to the desired location of each beacon/site. 1 group per team. When one team caps it, it deactivates those switches. But, the button presses necessarily need to do a "Deactivate, wait, Activate" set of actions, which invariably reactivates the switches you do not want, at least for a split second. There is no way to avoid this because you cannot interrupted a script with anything other than itself, which would not be desirable. Even having another deactivate action elsewhere timed with the exact moment of the Activation, makes the "Press Button to activate" appear for around .10 and this is enough time for someone else to press it. If they do, it wrecks the whole sequence for a while.

    To get around this, the switches are now moving to a neutral location for a moment while that happens, leaving the player no chance, whatsoever, to press it. It quickly returns so there is no interruption of normal behavior.
     
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  19. ExTerrestr1al

    ExTerrestr1al Promethean
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    I should add. .. test theold mercy on my shre, the others do not have new version installed yet.
     
  20. ExTerrestr1al

    ExTerrestr1al Promethean
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    did a few games last night. all the new fixes worked great, but we found what I'll call a shortcoming in Halo 5 that we had not planned for previously...

    You cannot give a nav to a dead player. If someone caps the site while you are dead, you don't ge tthe updated nav, so it appears mismatched only to you, not others. This is handled now by repeating the necessary nav changes after 10.1 seconds. There should be no way for someone to be dead for that long, unless someone changes respawn time to be longer than 10, which I doubt they would...

    I also took a moment to fix another situation that isn't really worth going into detail about... (in the weeds).

    Fixes are applied to my Dev copy of Mercy, but NOT on the shared one. It will be tested tonight, and that is likely the only remaining thing to do!!!!

    I'm excited to have this re-released and pushed out the door!
     
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