Here's some work I've put in for the first time in Halo 5's Forge. This is taking the concept of Generator Defense from Halo Reach, and throwing it into an 8v8 environment. This gametype has TONS of potential, but I need the community to test this out for me and give me feedback! Google Doc Spreadsheet of Scripting Included There are a total of 5 things that can be downloaded. 1 Generator is required, alont with the Script brain prefab and gametype. The brain controls scoring mechanic and will need to be altered based on number of generators used. The objects can be found here. The gametype is simple: Attackers attack Generators, while the Defenders.....well, defend them from being destroyed. The current setup has a switch for each generator that can "Secure" it so it will be mostly invulnerable to damage (through normal means). To set up the gametype, you must have the Brain Script (located with my Switches prefab), and at LEAST 1 generator. You will also need my Gametype for the game mode as it takes advantage of a few minute player trait alterations to help with generator "boarding." Generators are Alpha, Bravo, and Charlie. Destroying each "piece" of a generator adds to the corresponding global numeric (Alpha generator pieces add to alpha global numeric, etc). Once each numeric hits "3" (for the 3 pieces) it deletes everything for that generator, and adds +1 to the Global Delta Numeric. Once the Global Delta Numeric = 3 (all the generators destroyed), then the Attacking Team is awarded +1 point and the round instantly ends. Defenders get awarded a point right as the round is about to end. Due to how Round End scripts are handled, it wont properly adjust scoring, so the Defenders get awarded +1 point if they are successful down to the 0.10 second mark left in the round. The Generators are comprised of 3 Temple Wraiths entwined at 120 degree angles for the shape. Each Generator has a Switch, and each switch activates a Projectile Blocker around the generator, with a nice little FX to boot for viewing fidelity, as well as a waypoint to indicate so. Sound effects-a-plenty, although not overused. There's also 2 invisible objects tied to each generator for waypoints and scripting behavior, and a bouncy gravity slider to deter players from coming into contact with the generator. Each of these things together comprises a "group." 3 generators means 3 groups total, and each is tied to a Mini-Game Object label so you can place all 3, but choose which ones actually spawn and are used via the Lobby Option menu. Again, this is a TEST from the community! I'm looking for constructive feedback, and bug problems so I am able to investigate! Thank you, Forge Hub Community!
Redacted due to an issue with objects not spawning (due to overloading). Cutting Generators back to 3 pieces instead of 4. Will cut down dramatically on FX, Script, and Object Count usage.
UPDATE!!! Re-wrote most of the scripts due to overloading issues. There are now only 3 generators max, and each uses 3 "pieces" for its health. This dramatically reduces problems, scripts, and fx usage. Also, some scripts were better optimized to reduce the number of active scripts at once. OP has the link to the prefabs. There are now 5 instead of 7. The gametype, Script Brain prefab with interactive switches, and each generator is a prefab (1-3). Please, test the settings and prefabs out and let me know how they function! I want to find any more brokenness that I can but they seem stable when playing solo. I need feedback on the integrity of the mode when people are actually playing and killing. Thank you!
V1.2 is now available! Changes from v1.1: -Anti-air Wraiths replaced with Temple Wraiths. -Generators now use 3 Wraiths instead of 4. -Changed interactive switch waypoints to be visible only for Defenders. -Added interactive switch waypoint (Cyan) for when switches are active (labelled appropriately "activate"). -Changed interactive switch waypoint color from Black to White when in the "Off" State. -Multitude of script adjustments and consolidations due to erasing support for 2 other generators (stability). Looking for feedback on balancing for the gametype! All suggestions welcome.
do you have a map that we can play test on? If so, please link it. I'll give it a few tests and let you know!
I can once I get home from work. It's meant currently for the BTB environment, so I'll whip it up on 2 maps. One that features quite a few vehicles meant for driving, and one that's less focused on vehicles even if I have to remove them. I'll let you know!
The map I threw it together on was Guillotine. You can get it in my fileshare along with the gametype. Should be called GuillotineGD Test (map) and gametype is there too. Quick test showed everything working on my end. Only updates that should be needed is round timers and timers for securing generators and activating switches based on gameplay balance needs. For now, they all work as intended.