It's a Discord group for scripters. ExTerrestr1al came from there to reply. If anyone from there can help they will post here.
This. Also, as far as figuring out how to determine when the robbers are all hailed, you'd probably wanna assign a label to those players and have a boundary span the map. Then when they spawn in the cell it assigns a different label. Once there's none of a certain label left in the boundary then it would indicate red is jailed and could set to end the round.... ....sounds easy but not sure if you can specifically target a label that's only within a boundary or not. Lol.
Wouldn't you just use the Object function on Boundary Check so when the Warthog makes it the payload activates? This stops people from stepping in and doing it without the hog.
Yes, that can be done. You use the object's number being updated frequently to the count of the boundary objects, including only those iwth the label in question. Thne you set another script to check for when that number = whatever you need it to equal. That is done on almost all of my projets now, as it is the only way to detect specific objects in a boundary.
And yet no one has remade VIP or Regicide yet? Lol for shame....ill look at the concept of that tonight. Juggernaut is impossible which is why my new game mode was gonna be a heavily inspired/altered variant of it.
most things are possible. it's about willpower and an unwillingness to give up I would have to examine all the requirements for these gametypes and see if anything stands out as being impossible or too much of a compromise for authenticity
VIP, Regicide, and Juggernaut are all close in terms of mechanics. VIP: Each team has a VIP, randomly assigned. After death, the next teammate to respawn after the current VIP that just died on the team, will be the next VIP. Regicide: whoever has the highest score on the team is the "VIP." That's it. Juggernaut: FFA and whoever kills the "VIP" becomes him. This one is currently impossible because there's really no way to dictate which player killed him. Scoring would be hard to set up as only he should be able to score points against other players and other players are internally part of a "team." They cant kill each other only the jugger and he can kill any of them. Good luck with this one.
I think you nailed it. Jugg is not practical because of the inability to detect activators via firing weapons etc. The thing one might try though, is having it drop a token that itself results in points for the team that picks it up. In theory, that should usually be the killer but not always. Actually, that might add a neat layer of meta to that mode, albeit inauthentic.
That's essentially kill confirmed for Halo. Probably wouldn't be too hard but would definitely be a coders dream lol.
We can figure out who got a kill when (or around when) the juggernaut dies. We have to constantly check player scores to see when it goes up by the kill point about (or multiples... friggen nades!). We reset any scores for players who get kills but aren't the juggy. Problem is when multiple players get kills when the juggy dies. I've got much of this stuff figured out in my head but my health & requests are keeping me from working on it. Haven't been able to convince anyone to work on it. Not sure if we can keep the non-juggernauts from killing each other. Might be acceptable to let them fight each other & maybe keep the amount of damage they can do to each other minimal using minigame traits. I'm thinking we set non-juggy damage real low and keep their shield & health amounts high so they don't do much damage to each other. Then we set juggy's shields & health or damage resistance low and keep their damage high to counter the high player shields & health. We should be able to get some objectives and game mode scripts/prefabs done that will make it easy to put together many of the good ol' modes and plenty of new ones.
As of current VIP is the most likey to be able to be made. Regicide is a little harder as, at current, we are unable to track individual player scores.
we're working on a method to track player scores... it may be possible after all. https://www.forgehub.com/threads/project-scripting-to-detect-player-score-changes-kills.157261/
I am trying to make a linear infection map that sets the scores of all human players back to 0 if they fail to complete the map within the the rounds time, any ideas? My Attempt: //End Boundary of the map if ( Boundary Check ( Players ).enter() ) { Set Score( Team 1 ) += 50; wait( 15 ); Power.Set( Alpha, Off ); } if ( Boundary Check( Players ).exit() ) { Set Score( Team 1 ) -= 50; } //Global Script Brain if ( Power Check( Alpha ) == off ) { Set Score( Team 1 ) = 0; } if ( Power Check( Alpha ) == on ) { Round:Event = end; } if ( Timer Check( Initial = 0.05; Repeat = 0; ) ) { Power.Set( Alpha, Off ); } Is there an easier way to go about this? Anyone have any ideas?