I guess I'm leaning towards method 1 (scripting) static spawns. Maybe if I just do it on the power weapons/power ups only since they are sure to be picked up & used so hopefully the problem won't be a problem. I just don't want to do the drop spawn method for instances like having a plasma caster spawn leaning up against a wall. It's hard to keep a rounded weapon to drop spawn & not fall over. Plus having to spawn & despawn the dummy weapon is another hassle.
Ok so I can't get the scripted static weapon spawns to work right. I can't bank on counting on the weapon to be used completely & dropped before the next one spawns. I don't want to do drop spawns based on the reasons in the above post. Thinking about it though, with the new amount of scripts I could just script a new weapon to spawn on time for each time it spawns right? I could just script a new sniper to spawn every 120 sec instead of trying to get the same one to despawn & respawn on time. I haven't tried this yet but it should work in theory, though it could probably only work on power weapons, not sure I would have enough scripts to do every weapon but I don't think it's necessary. Any thoughts?
I don't think you can set the delay timer long enough for that to be a viable option, unless you get some really complex scripts going on. Scripting works fine for powerups, but has some issues that arise when using them on weapons. Looks like either drop spawns or pads are the only way to do static weapon spawns currently.
I'll paste the description below. FYI, I believe there is a slight delay (about 1 second) each time, so it's not perfect. - Use a script brain with an "On timer" condition and a 15 second initial delay. Use the script brain to send a message to invisible blocks - Spawn an invisible block for each static item, set up as normal (above the ground, weapon set to "on disturb") - Set the invisible block to move downward in as little time as possible when it receives a message from the script brain For tweaking later, put a second invisible block with all labels set to exclude in applicable modes.
So "set them up as normal" meaning non scripted weapon sitting on top of the scripted invisible block? Why 15 seconds instead of 13?
Yes to the first question. I don't know why it's 15 seconds, but he tried different timings and it didn't work. 15 seconds produces the most consistent results so far, though you could certainly experiment with that and see if you find something more reliable.
I'd like the next contest to be catered to this gametype. I think it'd be interesting. It's too bad the current contest isnt already but understandable. I'm glad you guys figured out a static weapon spawning too. I would like to see a common standard for base halo 5 settings like you're aiming for in GP aswell. Every map I download is different so you really never know what's coming unless it's on a weapon pad.
So I'm guessing the inviso block is to start moving at weapon spawn then the "on disturb" despawns the weapon on the set timer then the inviso block is to be scripted to return to its position just before the next weapon spawns. This is quite a chore with all weapons. I can't remember but did we used to drop spawn every weapon or just the power weapons?
It works much simpler than that. It's just one script brain total, and one invisible block per drop spawned weapon. What happens is the invisible blocks are holding up the weapons at the start of the game. Since the weapons aren't disturbed while they sit on those blocks, their spawn timer doesn't start. The 15 second initial delay on the script brain means the blocks receive the message from the script brain essentially right as the intro animations finish. When that message is received, the blocks move down rapidly and the weapons drop. THIS is when your weapons are finally "disturbed" from their location and their spawn timer will start. Without this mechanism and by just using the drop spawning method originally suggested in this thread, the weapons are disturbed as soon as the intro animation begins (which is 15 seconds before the game actually starts). That's why the original method gives weapon spawns at 11:15, 10:15, etc. for a 1 minute drop spawned item. If you recall back in Reach, there was a similar problem but with no workaround. The weapons would spawn and drop during the loadout camera, which was 10 seconds long hence why everything spawned at x:10.
Do you use 15s instead of 13 because of the 2s difference? I think if you use 13 with 58 respawn timer (instead of 60) you get a consistent result. So 15 with 60 respawn would be the same I assume. Also, I have tried various methods and have had some issues. Main issue being the "Despawn setting on the weapon not working", so the weapon stacks if not picked up. I have not tried using the Script Brain object though, so I'm wondering if that's the key. Another issue I had was that the weapon "didn't always trigger the Disturbed Respawn setting". But, when it did the spawning was consistent. I just wonder if there's something going on here like how the weapon lands, or maybe like I said, is the Script Brain the key? EDIT: Sorry, reread what you said and it mentioned moving block down instead of despawning. I thought I tried that, but can't remember. Is that the key instead of despawning the blocker?
It may be some oddities, but I have been setting my items to x-2 along with a 15-second delay, and everything has been spawning as close as possible to the top of the minute.
CE pistol hype? Would slot into the sandbox with no problems. The lack of RRR would help with the ease of cross mapping hitscan pistol potentially. Would also open the timers to be quicker, and would allow things like Thruster to be implemented back in with modifications.
CE Pistol is too easy to use unless you have movement acceleration maxed at 130, and base movement upped to 110. Even then, the gun is far from ideal, given it has bloom.
The CE Pistol only has bloom when you hold the trigger down, or fire it as fast as possible. If you give each squeeze of the trigger the slightest of delays before firing again, the bloom resets.
Well first of all this isn't true. It has bloom even with moderate pacing. Regardless, any bloom at all is unacceptable.