I'd like to get a gametype going that hearkens back to old arena shooters with health pick ups and persistent, fast movement. I'm making a gametype for 2-6 players with the following attributes (highlighted are subject to change): All Spartan Abilities are removed Motion Tracker removed Magnum Primary (Extended Mag). Want this to be 4sk Sentinel Beam Secondary No Shield recharge 170% health percentage 120% damage resistance Infinite Ammo Melee 70%, knockback 200% Grenade throw speed 140%, radius 150%. Debating whether to include actual grenades or just have the Grenade Launcher and Plasma Caster on maps instead. 150%/160% movement speed (undecided), 130% strafe, 130% forward accel, 130% strafe accel Jump Height 170%, Gravity 170% Pick Ups: The bread and butter of this game mode are the pick ups and I'm trying to get the following items to work with scripted player traits: +10 or + 20 shields (vial), small 4x4 green orbs. These will be placed in a row of 5 so you have to run the full length to pick them up +100 shields (keg), big 8x8 yellow orbs. These will be placed in strategic locations 2x, 3x 4x damage, big 8x8 red/orange orb. This replaces Damage Boost. Either double damage or quad damage (maybe the former for stacking). Moon Jump Boots, big blue/purple orb. This lets you jump higher I could potentially have more, but I don't want the player to have to pick up an actual power up like they do in normal Halo 5. They all need to be scripted for auto pick up (because we don't have any auto pick up powerups in this game for some stupid reason). I have most of them set to play a small local sound too. If anyone is interested in helping with the gametype, let me know. @Max Extra @MartianMallCop @iTz Longshot @Sethiroth
Thank you for doing this, because I've wanted it since the game launched but been too lazy to do it myself. If you can get it working, this will be the only gametype I set my future maps up for.
The scripting part is beyond me at this point but I think the base settings just need to be tweaked a bit to find the optimal starting weapons and kill time. Im gonna put together a map for it, and once the initial settings are a bit more refined, I'll share the gametype so we can start building maps and testing it more.
Goat I saw your discussion with Max in shoutbox. I am also running into trait issues. I had problems with traits not applying at round start so I had a repeat timer re-applying the trait to make sure everyone got "painted". This is what happened: http://xboxclips.com/T0ASTMAN/98edd53b-a631-4b74-bc08-6d119dcf3c07 Skip to 0:15 I'm not sure if this stacking effect was intended though. Thats caused because my mercs have slower move speed, and it stacked so much that our death animations took ages.
lol yea i don't know what's going on but the stacking seems broken right now. i don't know if the green shield pick ups are going to work because of the way player traits stack in this game, but the others shouldn't be giving me any problems. and yet, movement and jump always get messed up when i pick one up.
Hey man, I'm not super knowledgeable in game settings and scripting, but I'd be more than happy to test stuff with you. And with the Devotion map I'm working on, I'm taking a strong guess it could support this game type and it could be another area to test/play with. Message me anytime and I'll join in.
It's a great concept for sure. If I get some time over the weekend II could have a bash at health pickup scripts if you'd like? Why Sentinel Beam secondary by the way?
So I have been messing with some scripting for a "mini game" gametype, and the game itself doesn't want to work the way I want it to. I can set an object to regenerate your shield for anytime(1sec lets say, so you gain ~10%), but the base settings of your player have to have shield regeneration on at a percentage greater than 0% to work. So if your shield settings are at 0% to regenerate, it doesn't work. If your shield settings are at 10%(lowest settings) to regenerate, it does work. I might be doing something wrong, or there might be another way, but that's what I have so far with shields. I'm about to mess with powerup pickups. Taking a guess something like that will work for sure since no base setting would be set lower than 0%. --- Double Post Merged, Jan 27, 2017 --- I don't know about Unreal Tournament, but I could see it representing the Lighting Gun from Quake. Depending on kill time, might be better as a pickup truthfully. edit: maybe flipflop the idea, and make health not regenerate and you pickup health?
I haven't messed with gametypes much, so I don't know if something is hidden in there. Otherwise, I'm not sure how you'd add sheilds or health to a player by walking over something. You can script things to happen on that event, but there does not (appear) to be a way to add health or shields, only take them away I was tinkering with that the other day. You can script something to take away X health at an interval (or all at once) but adding negative damage does not add health, apparently. Has anyone found something that would contradict this? (I hope so) good luck with your game type
Oooh this sounds fun, a lot like what people were messing with in Reach for 1v1s. Would this be for any player count?
I have a similar gametype to this already if you want to use it as a base. The only difference I believe us that there is no magnum primary. It is far to powerful. Sentinel beam is the only weapon I feel that can be used as a starting weapon as it reflects the machine gun in quake, very hard to kill from full health but can be used to slowly ship away health if the other player hasn't taken control over the larger armor. Shards wouldn't be very effective to place in lines like they are in afps's in my opinion. They are usualy placed mainly to punish sloppy movement by activating the sounds so the enemy can hear and without an actual health meter, how would you tell if you were close to death, or full, or whatever. I'd personally stick with RA, YA and a x3 damage. I also have a test map that was intended for free for all. Very segmented flat and room based. Worked well for 1v1 as well but wasn't anything special if you just want to check time to kill and stuff.
I am interested. Kind of agree with Blaze about the magnum and they added the sentinel beam!!!!!!!!!!!!!!! The best thing they have done yet. This would also work very well for the Egyptian map I never finished. Since it is a more Quake/UT design. Also feel iffy about the moon jump ability.
I feel a moon jump ability would work better if jumping wasn't already so high. Maybe only have a short jump height (~3-4 ft) with or without clamber. Then the moon jump may seem more like an upgrade
Jump boots from UT. I mean, I pretty much feel the same that it wouldn't really compliment the gametype unless the maps were designed around it but I don't doubt that it could work in that case.
Yo goat, I have something brewing in forge if you want to hop in sometime to check it out and want to use it. Its not perfect, but I've made a mega health and damage boost pickup that isn't an armor ability. Just have to walk through it. Still testing out details on kill time and ****