Entropy42

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Entropy42 last won the day on January 24 2017

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About Entropy42

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    IC Entropy
  1. I'm going to try to make it tonight, but I can't be on at 7. Hopefully you guys will still be playing when I'm able to get on.
  2. Glad you guys had fun with it, I'd love to play it in a big lobby and see how it goes. I tried to split the hill prefab away from the other brains, but I couldn't figure out how to save a prefab of just a single item. Your right that I should set that prefab hill spawn order to 0 though. I removed the brain that does sequential movement because I wanted it to always be random, otherwise knowing the spawn order is a huge advantage. I can see about adding that brain back in as an option. I hadn't tested it with mongeese, but I don't know why it would do that. You're probably right about them both entering the scoring zone, but I would think the same thing would happen with a 3 person hog, as the driver and passenger enter almost simultaneously. In terms of rocket impact, I posted this on ForgeHub and someone (AnonFriction) suggested giving the players a "req rocket launcher" and turning grenade impact/knockbank all the way up. I'm guessing the req rocket launcher should be a SPNKR EX or SPNKR PRIME, but I had tested increasing grenade stats earlier and found no difference. I can't test it in a solo match. I don't think this solves the problem of the warthog turret rockets doing just about nothing, but it could be a good option for mongoose-based gametypes. I also updated my gametype to use the Vespin Rocket Hog, since it seems to be slightly stronger. AnonFriction mentioned he also had made a rocket race gametype, and it seems to be a hell of a lot simpler than mine, since he made it from scratch and it only has 6 scripts.
  3. You're right, I should stop hijacking this thread. I made one about RHR: http://www.halotracks.org/forum/topic/29618-functional-rocket-race-map-gametype/
  4. My brother and I worked on this over Xmas break and got a functional version of Rocket Hog Race (3 people in a rocket hog with EMP grenade launcher and rocket launcher), Rocket Race (2 people in a rocket hog or mongoose with rocket launcher and pistol), or Splocket Race (2 people in a mongoose with Spartan Laser and Rocket Launcher). The files are in my (IC Entropy) fileshare, and I just made them public. The map is named "Blood Gulch - IC RHR" We only made one map, based on Blood Gulch, and the 3 corresponding gametypes. I will probably make one for Sandtrap in the near future. I would also love to make one for Hemorrhage, but I haven't seen a remake of it that I liked. I saved the gametype and checkpoint brains as a prefab, and they are also on my fileshare, called something like "RHR Gate and Brains" We based the gametypes on the KotH gametype, and we actually didn't remove a whole bunch of stuff that is in KotH that you don't need for RHR. I tried removing a bunch of brains I didn't think we needed and it stopped working, so I put them back. I made a design doc though, like the 343 ones (https://www.dropbox....0Race.docx?dl=0). I had a hard time testing it, since public lobbies weren't filling and my friends weren't that interested, but it works to my knowledge. I may update the map and prefab in the future if I can test it, so if you just bookmark my files you'll get the updates. The actual game logic should fit on 1-2 brains, plus the gate brain. I'd also like to add a LEADER marker like race has. The race gates trigger when a PLAYER enters them, and have no vehicle requirement. To keep people from just standing in a point, you need a teleport volume covering the whole map that only teleports players (not vehicles). I don't think you can teleport them back into the vehicle, so I just teleport them to a kill volume and they respawn in the vehicle. All the gametypes have the "Players spawn in vehicle" "1 Vehicle per team" and "Fill Vehicle Fully" settings, the # of players per vehicle changes if you want 3 people in a hog, or just 2, and then you can adjust the vehicle to be whatever type of warthog or mongoose you want (hell, you could play in tanks if you wanted). I can't limit the # of players per team, so if more people join a team than will fit in that team's one vehicle, someone will just repeatedly spawn and die. The biggest bummer for me once we got this working was that the rockets in Halo 5 have very little impact, so they can't flip Warthogs over very effectively like they did in Reach. Because of this, I had to turn off vehicle invulnerability and people can blow each other up, rather than flipping people over. When we played with vehicle invulnerability on, it was more or less just warthog race. A perfectly placed full volley of rockets can put a warthog up on 2 wheels, and occasionally flip it. If anyone can find a way to do Halo Reach-like warthog/rocket physics, I'd love to know about it. How to Set Up a Map to work with this: 1. Get my prefab of the brains and gate, put it on your map somewhere. 2. Break up the group and clone the checkpoint however many times you want. My map has 13 gates I think because my brother went crazy with them. 3. Change the spawn order of each gate to be unique, starting at 0 (double check this on my map, I don't remember anymore if my gates start at 0 or 1, but this matters). 4. One of my brains (maybe the one with a pink light) has a spawn order of 12, change that number to (# of gates you have - 1). 5. Make sure you have spawn points. My map has rocket hogs by each initial spawn, but I'm 99% sure these are unnecessary, since the gametype is set to ignore vehicles on map. You do need spawn points though, even though you have the "spawn in vehicle" flag set. I played it with no spawn points and you just never spawn. @Kenjamin1 Add me on XBL and message me if you are going to play sometime. I also live in MI (Go Blue!), and can play most evenings.
  5. Yeah, I use that setting for spawn in vehicles. That part is no problem, but it doesn't teleport them back into it if they get out. I didn't want people standing around the map with rocket launchers, or just camping a point on foot, so I teleport/kill them. It also doesn't help with limiting players per team, though that is really only a problem in public lobbies. When I was testing it, people would just join and sit on Red team, causing one or more players on that team to repeatedly die (since they have to spawn in vehicle, red team only owns 1 vehicle, and its full). Anyway, try out my gamemode and map, I think you'll find it does what you expect from RHR, but is still missing the feel of Reach RHR. I also made my race brains/gate prefab public last night, so it should be available now.
  6. My brother and I worked on this over Xmas break and got a functional version of Rocket Hog Race, Rocket Race, or Splocket Race. The files are in my (IC Entropy) fileshare, and I just made them public today. The map is named "Blood Gulch - IC RHR" We only made one map, based on Blood Gulch, and the 3 corresponding gametypes. I saved the gametype and checkpoint brains as a premade, but they won't be public for a bit because I forgot to do that. Probably will call the prefab "Rocket Race Gate" I based the gametypes on the KotH gametype, and we actually didn't remove a whole bunch of stuff that is in KotH that you don't need for RHR. I tried removing a bunch of brains I didn't think we needed and it stopped working, so I put them back. I made a design doc though, like the 343 ones (https://www.dropbox.com/s/q7t50isv1zfx2kw/Scripting%20-%20Rocket%20Race.docx?dl=0). It supports any number of teams, but has a few issues: 1. Can't figure out how to teleport players back into a vehicle if they get out. So the whole level needs to have a teleport volume that teleporters players (but no vehicles) to a kill volume somewhere on the map. 2. I can't limit the # of players per team, so if 4 people join Red, someone will just repeatedly spawn and die. 3. The rockets in Halo 5 have very little impact, so they can't flip Warthogs over very effectively like they did in Reach. Because of this, I had to turn off vehicle invulnerability and people can blow each other up, rather than flipping people over.
  7. 1. Yeah, I understand that is the point of the despawn action in that brain. What I don't understand is why it has that "Groups [exclude]" filter on it. It selects only itself, then applies that Groups filter and I can't understand why. 3. I tested this as you suggested and it does NOT execute anything if you just rewrite the same number over and over again. Only triggers the event the first time it changes. I think I'm getting close to having RHR working though. It was a huge mistake to base it off of Race, its actually very close to King of the Hill. Once I looked at that map/gametype things became a lot clearer.
  8. Ok, I spent some quality time in Forge trying to figure some things out to make RHR, but there are some fundamental aspects of the 343 race gametype that I just don't understand and they are making it hard to figure out how everything works. So a few questions: 1. Some of their race brains have a WHILE <whatever> DO - Despawn > OBJECTS > THIS > Groups[exclude]. What is the point of Groups[exclude] here? It seems like its trying to despawn itself,. What does a Group even mean in this context? Is it referring to the Forge groups you can make to move a bunch of objects around? 2. I have a bunch of gates (brains with an boundary) with different spawn orders, just like in the race gametype. I want to set a global channel, say Global:Golf to a value (3), and then have all the gates watching for Number:Change on Global:Golf. If they see that number now equals their Spawn Order, they do something. I could not figure out how to compare to their spawn order. 3. Does Number:Change fire every time a number actually changes value, or every time its re-written? i.e. If I'm setting Global:alpha to 3 every 2 seconds, and I have some other action that is watching that channel, will that other action trigger every 2 seconds?
  9. Would it be possible to modify this to make Rocket Hog Race, Rocket Race, or Splocket Race? Is there anyone working on those game modes? I've been looking around but haven't found them, and I've never done anything in forge, so modifying script brains seems pretty daunting. It seems like the main difference is that the checkpoints need to be random (but unable to pick the same spot twice in a row), and need to disappear as soon as 1 team reaches them. I watched the whole video and read the design docs from 343, and it seems like there are a lot of places in the scripts where there is a "Random" property that is set to off, but it's not clear to me which ones should be set to on to make the checkpoint order random.
  10. I understand this site is a tool for map-makers of all skill and experience levels, but if you guys want to push tracks out and get them seen by the greater Halo community, you need to do more to promote the best of what Halotracks has to offer. This site is just overloaded with maps and no real way of distinguishing which ones are good. I wanted to pick up some Reach maps to race with my friends, and I have no idea which ones are worth downloading. About the only thing I could find was looking for the maps with the most views, but all that really tells you is how long the map has been available. I don't have time to try out 200 maps and find the best ones, and most people playing Halo aren't going to register for this site and wade through the forums to find out what to download. Race is a great gametype, and Halotracks is a valuable site for promoting Halo racing, but if you want it to be more popular, you need to help yourselves out by making it easier for people to find the best stuff. Here's an example of what I mean. I got 6 people to try out a racing map I downloaded from here. A few people died and respawned across the map, inside a cave, with no Mongoose and a giant thing of water between them and the racetrack. Other people fell off the racetrack and spent the entire race driving around on the island trying to find a way of getting back on the track. It wasn't fun for anyone, and no one wanted to play race anymore because of it. Unpolished maps hurt the entire community when there is no easy way of discerning which maps are good and which aren't.