Scripting Team (Official Thread)

Discussion in 'Halo and Forge Discussion' started by Egggnog, Aug 18, 2016.

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What helps you script the most?

  1. Live Assitance

  2. YouTube Tutorials

  3. Scripting Rule Documents

  4. Other (Write Below)

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  1. Buddy Jumps

    Buddy Jumps Jumpmaster
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    It could be a challenging request to complete, I don't know. After this explanation you should know what to do.

    Firstly, I am going through the basic order of events. The map is the first working relay race in Halo, just so you understand what I am going to talk about.

    1. Four teams of four spawn in four rows. Ten seconds after everybody spawned an optical signalling system in front starts a countdown. Five lights at total. One red light appears after every second, until it gets to the fifth light/fifth second, then all lights turn green (The fifth light appears green from start) and the first row of runners is released. Like this:
    • Everybody spawns
    • 10 seconds of waiting
    • 11th second: First red light appears
    • 12th second: Second red light appears
    • 13th second: ...
    • 14th second: ...
    • 15th second: All lights turn green, including the fifth one that appears on the 15th second ; The moment the lights turn green, the first row of runners (One of each team) is released (Invisible blocker disappears) ; Ten seconds after that the whole optical signalling system disappears aswell
    2. After that the runners make their way to the firing range (On the opposite site of the beginning, it's easy to see with those shields). The main way is blocked with two neutral shields at each door. The runners have to shoot the targets in the distance on the left first in order for the two neutral shields to disappear for 30 seconds, they can pass their individual door.
    So basically this mechanic only allows people to go on with the main path, if they shot their four colour coded targets (Red guy must shoot the four red targets to get through the red door on the far right for example). This mechanic should be able to loop endlessly, since the three more runners of each team are getting to the same firing range. I think, you get the idea.

    3. After they go around the second corner, they will find a wall with small colour coded holes in it. Each runner jumps through his related hole (Red runner through red hole). Now comes the tricky part:

    4: Once through the hole, the runner must activate the switch in front of him. That switch does two things at the same time: It disperses the next invisible blocker of his teammate (So the next runner can do his lap) and also disperses the platform beneath him. He then falls into a teleporter (ECHO - This teleporter is the same for every team - I'll explain the other four teleporters later) and can now watch the whole race from above.

    This technique assures that only one runner of each team is actually running the course. Now the last and probably trickiest part:

    5: In the last lap (Fourth runner of each team on the course), when the fourth runner hits that switch, it once again makes two things, however this time it spawns in an individual teleporter (Each teleporter for another team - ALPHA, BETA, CHARLIE, DELTA) and disperses the platform, that stays the same.
    So now each runner falls into an individual teleporter, which only spawns if that specific runner reaches the (almost)-end and hits that switch. This way, cheating is no option.

    Relay Race will be a one round type of game. I think, this comes in handy for scripting, since multiple rounds are often a pain in the ass. Alrighty, thanks for reading and taking care of this! If you've got any questions whatsoever, just leave me a message. Good luck!

    strongly hoping for it to work...
     
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  2. Egggnog

    Egggnog Game Crashers

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    Thank you for stating it's only one round, that does help out alot. I'd be willing to help you, but this will be something I prefer to do in person due to it being a ton of 1 sec re spawn timers.
     
  3. Yumudas Beegbut

    Yumudas Beegbut Legendary
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    @Egggnog, If you haven't done this yet, it sounds like the red & green lights only appear at the beginning, so they can be scripted using just timers & won't take up any message or power channels. Although you could set it up with object timers (plus damage counters so you don't have to use many object timers) and channels so that the timings are easy to adjust or the system will work for multiple rounds.

    If there are spots where the players might be close enough to block an object from spawning, see if you can use a move/move or move/reset script combo instead of spawn scripts. Might be good for the final teleporters (alpha-delta) or blockers. Maybe put the final teleporters under/behind the regular ones and just despawn the regular ones.

    @Buddy Jumps, how are you gonna do the scoring for this game type? Honor system, game scoring mechanics, scripted system that shows the results (maybe even puts the winners on top of a podium for the ending camera shot)? Similarly, how will you cause the game to end?

    I was thinking of a similar game type where the whole team has to get through an obstacle course, but all at the same time, so 1st team who all reach the finish wins. Also started a template that people could use to make obstacle courses, but I guess I got distracted. Might have stuff you could use. Couple of thoughts:
    • Might be able to use a strong weapon as a relay baton by using targets that despawn/spawn (health reset to full) when they take any damage and also react if the damage is high enough. Could be a little tricky doing the handoff though, maybe not worth having to account for all the things that could go wrong.
    • Might be able to make pressure pads to detect the number of players on each team so that the number of players or teams can vary. Might be able to continue if someone lags out, but that could be tricky too.
     
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  4. Buddy Jumps

    Buddy Jumps Jumpmaster
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    Oops, I forgot about mentioning that. It's a grifball gametype. At the last lap, when the players get teleported individually, they need to make a last run towards a two stepped pyramid. At the top there will be the Oddball. The game ends. ;) Everything is layed out.
     
  5. Egggnog

    Egggnog Game Crashers

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    Okay. This should be pretty simple. The first part is a bunch of respawn timers for the lights. The switches just send different messages, and those despawn the two barriers, the floor and the wall for the next runner. The barriers just turn on power channels that all need to be on for the barrier to despawn. I should be able to help you out later today.
     
  6. TurbTastic

    TurbTastic Forerunner
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    I'm pretty busy these days and trying to spend less time playing video games, but I think there's a couple ways that I can contribute:

    1. If someone is wondering whether or not something is possible with scripting, then I would be a pretty good person to ask. If I think it's possible then I can describe how the scripting would work.
    2. Prefabs will be coming on 9/8 and I want to put together some common scripting examples such as doors, bridges, elevators, and things like that. My brother, @SoS Darth Algar , plans on going ham on prefabs and is a fine scripter himself, so maybe we will work together to create some good scripting prefabs.

    I'm not sure if it's just me, but in general I don't want anything to do with rotation scripting. It never/rarely seems to work as intended.
     
  7. Yumudas Beegbut

    Yumudas Beegbut Legendary
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    Agreed. It's... so freaking annoying how many combinations of things won't work. If only if I was smart enough to resist trying to make it work. I guess I'll attempt to field rotation questions and requests and fail miserably so no one else has to. Maybe we could use some memes like:
    Rotation scripting...
    Just... Don't go there.
    What image goes with that? Maybe Cortana going insane or something?
     
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  8. Agent Zero85

    Agent Zero85 Legendary
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    I have a tip for rotating welded objects.
    I'm trying to make a working pinball table, fun stuff, and when it comes down to the flippers, every time the moved/reset they would start deteriorating. However I found a work around.

    Don't use position reset, manually have it rotate back into position. The flitching has stopped for me so far.

    I remember being told not to do that in the past lol.
     
    Yumudas Beegbut likes this.

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