Custom Game Type: Wild West

Discussion in 'Halo and Forge Discussion' started by T Nate, Apr 27, 2017.

  1. T Nate

    T Nate Legendary

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    There is a game type that I used to play in past Halo games that I am struggling to recreate in Halo 5.


    It was a really fast paced game, similar to a FFA SWATnums. The biggest difference was, when there was a kill, the player that made the kill earned a point and the person that was killed lost one. The game worked best with fairly well balanced players, and resulted in amazing comebacks and games that could stay exciting right to the last kill. Below is a more detailed explanation of the game type.


    Game Type Description:

    • Weapons
      • Start with Magnums (maybe gunfighter)
      • No Grenades
      • No Weapons on map
    • Damage
      • No Shields
    • Scoring
      • 1 point per kill
      • -1 point per death (this is where I am having trouble)
      • First player to 10 points wins
      • No time limit
    In past Halo games (including MCC) there was an easy way to set scoring to make it so players would lose a point every time they were killed (see attached screenshot) but I cannot find a way to replicate this setting in Halo 5.


    I am hoping that someone will be able to either help point me in the direction of the custom scoring setting that can make this possible. Or if there is no canned setting, maybe I can come up with a scripting method to make it all work.


    The best idea I currently have for scripting this method of scoring is to somehow make it so when you are killed you respawn in open space (causing a suicide) and then you respawn a second time back on the map. I am not a huge fan of that route because the player would take longer to respawn and it would be really ugly to have to watch that process over and over again.
     

    Attached Files:

  2. T Nate

    T Nate Legendary

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    I think I may have figured out how to make a work around my issue. I made a prefab the consists of a:

    • Respawn point
    • Teleporter (sender)
    • Teleporter (receiver; invisible)
    • Script brain
      • When:
        • Condition: Boundary Check
        • Check: Enter
        • Filter: Player
        • Repeat: 0
      • Do:
        • Action: Change Score
        • Type: Player
        • Operation: Decrement
        • Source: Constant
        • Value: 1
        • Randomize: Off
    This way when a player dies they spawn above the teleporter inside the script brain volume. The script brain causes the player to lose a point and the teleporter immediately sends them to the invisible receiver, which is placed where the spawn point would have normally been placed on the map.

    There are two down sides to implementing the scoring system this way:

    • The functionality of the spawn point to not allow players to respawn in a dangerous location is lost
    • You have to create a whole new version of a map to play with these rules, since all of the respawn location need to be replaced with this prefab
    You can reduce the number of extra objects that this would take by having only one respawn point (with the brain and sender) and have many receiver nodes all on the same channel (it should randomize which one it sends the player to).

    If anyone has a better idea let me know. Thanks.
     
    Pat Sounds likes this.

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