Stockpile by Max ExtraI have had some people come to me asking about my Stockpile game variant and the items to make it work, so I am going to use this thread to help everyone keep track of it and the latest version/changes I would like to implement as well as get feedback from everyone in what they would like to see from it. Spoiler: UPDATES Spoiler: Update 1 Added a setup section to the bottom of the post to help players understand how to set up a map for stockpile Spoiler: Update 2 Reoptomizing the scripting on all objects to make it more user friendly and to allow it to integrate into other game types coming along. Setting the flags to change to normal physics on spawn. Fixed physics flags causes them to spaz out, but normal physics spawns generate their own issues. So flags will start as fixed and then change to normal physics to fall into place better. Flags also dont jiggle when in normal physics. Allowing users to change the number of random flags on the map using the spawn order of the flag brain rather than looking through the scripting. Trying to figure out a way to auto assign flag numbers based on their count so that only 1 flag needs to be in the prefab rather than 10 allowinng players to place up to the 64 (spawn order cap) on the map... no Idea why you need that many buy im not stoping you Creating the same thing with a ball to allow for an oddball variant, and this could lead to head hunter Spoiler: Update 3 Refactoring broke the initial flag layout, has since been fixed. Added VO to the prefab Added Sounds to the prefab Edited the labels to not have the brains show up in non stockpile games Allowed functionality to allow round based game play. Spoiler: SECRET You're nosy aren't you... What is Stockpile Stockpile is a game variant from Halo Reach that focuses on teams gathering flags that spawn around the map and bringing them back to the team's base and placing them in a zone to be captured. Players must defend this zone because flags are only captured every minute and during that time players from another team can take the flags out of the zone and deny points. Features My version of Stockpile has some features that I believe allows it to stand out and allows for it to work with the current roadblocks and hangups that may inhibit other versions of the game type. Supports team switching Supports Join-In-Progress Supports team dropping Supports random flags Supports up to four teams Supports flag confirmation coloring What I mean by this is normally when a player swaps teams the way points placed throughout the map will not refresh and would leave some players confused, but not with mine. As players swap teams, join in progress, or drop out of the game the hills and way points around the map will update to keep players looking at what they need to look at. If players drop from the game and a team no longer exists their capture zone will disappear and conversely if a team joins then their capture zone will appear. I also state that the maps supports random flags and by that I do not mean that any number of flags will spawn at any point on the map. Instead, what I mean is that there are, at the moment, only 10 possible flag spawns throughout the map and that at any one point during the game 4 of them are used. Which four the game chooses is random so to keep the game play moving and having to go to different parts of the map. I have considered upping the number of possible locations to 12 or 16, but I would like some tests with 10 first. I also have considered adding more than four flags to the map at any one point, but I think four is the best because it allows one per team when played with max teams. There is also a bug that if you have over 8 flags on the map, the first 8 flags will have banners on them and anything after that will only be the staff. So use that info how you want. Simply put flag confirmation coloring means that once a flag has been thrown into a capture zone it will change its colors to match the the team of the capture zone it is in. This is simply available to help you recognize that the capture zone sees the flag and will capture it on the minute. Scripting It's a taken a bit to script this with the new system because I'm just learning it and there are a few moving parts. I am also trying to create it so that the scripts are easy to understand and have enough hooks in them that I can attach updates to the game type as I go (e.g. sounds, extra scoring options that sort of thing.) by only adding in a script brain so that when the game type is updated you don't have to remove everything and replace it. So for the meantime I am focusing on getting the core game down to as few scripts as possible while also leaving in these hooks. Captures flags every 1 minute on the Minute Points increment by 1 for each flag in the capture zone including those held/placed by an enemy Flag carrier traits apply to players holding the flag Flag way point is invisible to carrier and enemy teams Enemy flags marked with an orange way point while in their capture zone Flags not in zones and Flags in your own zones marked with a white way point Enemy zones say "STEAL" in their team color Friendly zones say "DEFEND" in their team color The game is functional now and completely playable. As I update the prefab I will note it here in the update section of the post and overwrite the previous prefab. This will not change what is on your map so I suggest you follow this thread and figure out when to update it. Game Type Settings I have set the game type up to be as straight forward as possible and as close to Halo Reach as I could. It requires you use the Mini Game game type to create due to the nature of having to add a flag carrier trait. 1 Round 10 points to win 10 minute game Alpha player traits modified to lower movement speed of flag carriers to 80% As the game type is updated I will save it to the same file. If you bookmark it, this will automatically update the game type for you. SET UP All you need to do to set up the game: Load up the desired map Import the Stockpile Items prefab Place and resize ALL the zones near their respective teams initial spawns Make sure the zone extends in to the ground some for full coverage Place all ten flags around the map evenly Select all of the flags and lift them 1 unit (this helps avoid flag object spawn issues) Place the Script Brains in an easy to find location Add a red and blue spawn volume to the map Cover all of red with the blue volume and blue with the red volume Select both and disable team spawns and ADD the game label Mini-Game: include And thats it. That is all you need to do to get this game underway. Links: Game type -> currently Waypoint does not share the mini-game game type, so add me and search my files Prefab Example Map
Here are the updates thus far: Spoiler: UPDATES Spoiler: Update 1 Added a setup section to the bottom of the post to help players understand how to set up a map for stockpile Spoiler: Update 2 Reoptomizing the scripting on all objects to make it more user friendly and to allow it to integrate into other game types coming along. Setting the flags to change to normal physics on spawn. Fixed physics flags causes them to spaz out, but normal physics spawns generate their own issues. So flags will start as fixed and then change to normal physics to fall into place better. Flags also dont jiggle when in normal physics. Allowing users to change the number of random flags on the map using the spawn order of the flag brain rather than looking through the scripting. Trying to figure out a way to auto assign flag numbers based on their count so that only 1 flag needs to be in the prefab rather than 10 allowinng players to place up to the 64 (spawn order cap) on the map... no Idea why you need that many buy im not stoping you Creating the same thing with a ball to allow for an oddball variant, and this could lead to head hunter Spoiler: SECRET You're nosy aren't you... I'm trying to get this in a better state so its easier to edit once you download the prefab. I think it'll be better in the long run, and hey maybe it'll become the standard. I'm also looking at this and seeing where it can go, I had the idea for an oddball hill variant called 'Krazy Ball' which could be used with some of the pieces of stock pile. Let me know if you all have any ideas on what you may want to see here. I have also added room in the scripting for a variant that every minute adds more flags to the map. So minute 1 is 1 flag, 2 is 2 flag, 3 is 3 flag... and so on so that by minute 10 every one is scrambling for flags to try to get the win.
Downloaded and tested this out. Seems to work well, but in Forge for some reason the Red Team [Defender] Zone freaks out in Orb mode, not really a problem in-game. Suggestions: -Add some sort of callouts for when a flag(s) is scored for teams such as a callout for each team when your respective team scores and when the enemy team scores. Just find it lacking. -Add a 5 or 10 second countdown indicator (visually) to let people know the zones are about to capture flags. Other than that, it seems very well thought out and created. Works as intended, but those are the things I can think of that'd immediately improve gameplay.
I actually have all of that on the list of things to add already, Currently its still a Work In Progress. Im focusing on getting the main mechanics functioning and the refactor them so that its easy for others to use. once that is accomplished I plan to add all the stuff you just mentioned.
Spoiler: UPDATES Spoiler: Update 1 Added a setup section to the bottom of the post to help players understand how to set up a map for stockpile Spoiler: Update 2 Reoptomizing the scripting on all objects to make it more user friendly and to allow it to integrate into other game types coming along. Setting the flags to change to normal physics on spawn. Fixed physics flags causes them to spaz out, but normal physics spawns generate their own issues. So flags will start as fixed and then change to normal physics to fall into place better. Flags also dont jiggle when in normal physics. Allowing users to change the number of random flags on the map using the spawn order of the flag brain rather than looking through the scripting. Trying to figure out a way to auto assign flag numbers based on their count so that only 1 flag needs to be in the prefab rather than 10 allowinng players to place up to the 64 (spawn order cap) on the map... no Idea why you need that many buy im not stoping you Creating the same thing with a ball to allow for an oddball variant, and this could lead to head hunter Spoiler: Update 3 Refactoring broke the initial flag layout, has since been fixed. Added VO to the prefab Added Sounds to the prefab Edited the labels to not have the brains show up in non stockpile games Allowed functionality to allow round based game play. Spoiler: SECRET You're nosy aren't you... There has been some updating to the gametype. With the new factorization I am hoping this plays well with other game modes and is easy to put together. Keep in mind this is a flag gametype and you will still need to implement Spawn zones if you wish. they are not added to the prefab cause you make that call on your own. The base game type stuff is there. Additionally flags no longer go below the map or get lost. but you need to make sure you place flags carefully so that they dont fall over on respawn. flags are still tricky to make not fall over sometimes on normal physics.