Really cool idea I could use help on!

Discussion in 'Halo and Forge Discussion' started by hreyhrey, Oct 2, 2010.

  1. hreyhrey

    hreyhrey Forerunner

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    So I am doing an invasion map on forge world ( essentially the coaglition part of it )

    So the inital attack phase the attackers start off on boats near the beach

    Now what I need help on is the following

    Is there any way to get the "Old Timer" + "Colorblind" color schemes up at start BUT ONLY for like 5-10 seconds than go away until the next round ( again for 5-10 seconds) ??

    In case your curious, those 2 combined make the game look like a str8 rip from a WW2 documentary and since the attackers start off on boats it would be a really cool feature for the first cpl seconds and looks like DDAY!

    Thanks a lot everyone!
     
  2. Chan

    Chan Forerunner
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    Give them the "INV_GATE" label and have that as the first tier.
     
  3. hreyhrey

    hreyhrey Forerunner

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    Have what as the first tier though?

    I dont want the effect for too long otherwise it gets REALLY annoying, but having it for 5-10 seconds makes the map amazing
     
  4. Noobforgerontheloose

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    I'm sorry, but i believe that only spawning them for 5-10 is impossible. It IS possible however to make them spawn for the whole phase. *Cough* Make the boat the hill that is needed to complete the first phase and set them to despawn in phase 2 *cough*
     
  5. Chan

    Chan Forerunner
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    Make it so it goes away when you capture a territory at the beach. You could set the capture time very low in the gametype options.
     
  6. hreyhrey

    hreyhrey Forerunner

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    Yea Noob I was thinking of doing that also, thanks for the info!

    but thinking about it, I couldnt just push back all the phases because it would messup all my vehicle spawns and respawns and all that :(



    Also if anyone else could help with another problem


    the Second phase of my map consists of all vehicle warfare.

    Now the vechicles dont spawn until phase 2 which works correctly BUT is there any way to delete them after phase 2?

    I guess I could build giant walls aroudn them afterwards...
     
  7. Noobforgerontheloose

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    Same way of getting rid of the filters if you had followed my suggestion. Only problem is it might be a bit messy if after they complete phase two and their vehicle gets deleted under them XD. Anywho, i completely understand about not wanting to basically restart all your work. Sadly that is all i can think of though :(.
     
  8. Neo Arkitect

    Neo Arkitect Forerunner

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    Set up colorblind and old timey to spawn at the start of the round, then also set up a juicy effect and set the spawn delay for 5-10 seconds. It won't reset it to look like normal daylight, but it will be pretty close to it (or should be at least...I know juicy and colorblind pretty much cancel each other out but I'm not sure about old timey's effects on them).

    Hope that helps.

    edit: also, if you want that to happen at the beginning of every phase, you will have to create a new effect for every phase and work with gates and inv_vehicle labels to create the same sequence for every single phase. It's annoying and expensive, but it will do the trick.

    edit #2: for your vehicle problem. Set the spawn sequence to 2 and put the label as inv_gates. That will spawn them at the beginning of and delete them at the end of phase 2.
     
    #8 Neo Arkitect, Oct 3, 2010
    Last edited: Oct 3, 2010
  9. hreyhrey

    hreyhrey Forerunner

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    Thanks.

    Hey what method would you guys suggest me use for spawn points?

    Like I have inital spawn points and spawn areas only, is that alright?

    I tried setting each to whatever phase is appropriate, lol but its really messy so Im going ot have to redo the spawns soon
     
  10. Neo Arkitect

    Neo Arkitect Forerunner

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    For your initial spawn, only set one initial spawn point and then 7 surrounding normal spawn points with that team's color. Then place a spawn zone over those 8 spawn points and set that zone's spawn sequence to 3, and it's label to "inv_res_zone". That way you can use your initial spawn location as a continuous backfield spawn for the entire game. Spawn sequences should be 3 on all spawn zones in order for the entire team to be able to spawn there. If it's less than 3, only certain parts of the team will have access to those zones.

    For your other spawn zones, make sure that their labels correspond with the phase you want them to appear in (P1, P2, P3 etc). Also, you must have actual spawn points in that spawn zone if you want them to work, and they all have to be the same color, including the spawn zone. Players are not able to spawn inside spawn zones by themselves, they must have spawn points within their boundaries in order for players to be able to spawn there. Think of zones like ways to organize your spawn points, rather than being the spawn points themselves.

    Also, when placing a zone, pay attention to the direction of the arrow, because that is the direction the camera will point when selecting the spawn zone (you don't want it facing a wall).
     

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