Edwyrd

How to Script a Demo Checkpoint in Halo 5

5 posts in this topic

This is a guide to set up a scripted checkpoint for demo racing. The way this works is that you have a pressure plate that continuously despawns and respawns until a mongoose or person walks over it. The presence of a mongoose or anything that stops it from despawning/respawning will trigger an action (whatever you want it to be - in this case it is a block moving up or across on a scoreboard).

We need to give a huge thanks to Psychoduck, MartianMallCop, and Dr Sammy D for developing this method.

Image 1

checkpoint2_zps5wu11l0i.jpg

Image 2

scoreboard_zpsqyl2rv63.jpg

Step 1: Make the checkpoint area at least 48 units across, so each checkpoint does not interfere with each other. Set up your checkpoint area by making the designated red and blue team areas where the mongoose will pass through. Put red and blue team base shields at the entrance and exit of each checkpoint.

DO NOT MAKE THE RED AND BLUE AREAS TOO CLOSE TO EACH OTHER!

See Image 1.

Step 2: Make a scoreboard. You can copy the design I have here, but you may be as creative as you want. I have a bar graph with one bar for each team. At the very least, have decals designating laps 10, 15, and 20. Be sure that the measurements correspond to the scale of 4 units per lap. Make sure this is visible from most parts of the track.

5 laps = 20 units

10 laps = 40 units

15 laps = 60 units

20 laps = 80 units

See Image 2.

Step 3: On the red team scoreboard, implement the following script.

SCRIPT 1

<Condition> On Message: Received

Channel: charlie

<Action> Move: Offset

X / Forward: 0.00

Y / Horizontal: 4.00

Z / Vertical: 0.00

Time: 1.00

Local Movement: On

Step 4: On the blue team scoreboard, implement the following script.

SCRIPT 1

<Condition> On Message: Received

Channel: foxtrot

<Action> Move: Offset

X / Forward: 0.00

Y / Horizontal: 4.00

Z / Vertical: 0.00

Time: 1.00

Local Movement: On

Step 5: Spawn two script brains found in the scripting palette. Place one on the red side and the other on the blue side, to make it less confusing.

Step 6: On the red script brain, implement the following scripts.

SCRIPT 1

<Condition> On Timer

Initial Delay: 0.20

Repeat Timer: 0.40

<Action> Power: Set

Channel: alpha

State: on

SCRIPT 2

<Condition> On Timer

Initial Delay: 0.00

Repeat Timer: 0.40

<Action> Power: Set

Channel: bravo

State: on

SCRIPT 3

<Condition> On Message/Power: Multi

Minimum to Trigger: 2

{Condition 1} On Power

Channel: alpha

State: on

{Condition 2} On Power

Channel: bravo

State: on

{Condition 3} none

{Condition 4} none

<Action> Message: Send

Channel: charlie

Step 7: On the blue script brain, implement the following scripts.

SCRIPT 1

<Condition> On Timer

Initial Delay: 0.20

Repeat Timer: 0.40

<Action> Power: Set

Channel: delta

State: on

SCRIPT 2

<Condition> On Timer

Initial Delay: 0.00

Repeat Timer: 0.40

<Action> Power: Set

Channel: echo

State: on

SCRIPT 3

<Condition> On Message/Power: Multi

Minimum to Trigger: 2

{Condition 1} On Power

Channel: delta

State: on

{Condition 2} On Power

Channel: echo

State: on

{Condition 3} none

{Condition 4} none

<Action> Message: Send

Channel: foxtrot

Step 8: Spawn two invisible blockers of any size(I used an 8x8x1) and merge them into the track into each team's checkpoint area, so that you can drive over them smoothly.

Step 9: "SAVE" and then "SAVE AS NEW" - once you do the following steps and it does not work, you have a version to go back on.

Step 10: On the red invisible blocker, implement the following scripts.

SCRIPT 1

<Condition> On Spawn

<Action> Despawn

SCRIPT 2

<Condition> On Timer

Initial Delay: 0.00

Restart Timer: 0.10

<Action> Spawn

SCRIPT 3

<Condition> On Destroyed/Despawn

<Action> Power: Set

Channel: alpha

State: off

SCRIPT 4

<Condition> On Destroyed/Despawn

<Action> Power: Set

Channel: bravo

State: off

Step 11: On the blue invisible blocker, implement the following scripts.

SCRIPT 1

<Condition> On Spawn

<Action> Despawn

SCRIPT 2

<Condition> On Timer

Initial Delay: 0.00

Restart Timer: 0.10

<Action> Spawn

SCRIPT 3

<Condition> On Destroyed/Despawn

<Action> Power: Set

Channel: delta

State: off

SCRIPT 4

<Condition> On Destroyed/Despawn

<Action> Power: Set

Channel: echo

State: off

Step 12: "SAVE" and reload the map in forge or custom games. Test to see if each pressure plate works. You should be able to walk or drive on them. If it doesn't work, go back to Step 10 on your "clean" version of the map.

If you have any questions, ask them in this topic. It is a simple process that can be screwed up if you're not careful.

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I'm assuming this works by having the red blockers be magenta and the blue blockers be cyan and have the pressure plates only applicable for the red and blue teams right? If not, how do you prevent false scores from blockers?

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I'm assuming this works by having the red blockers be magenta and the blue blockers be cyan and have the pressure plates only applicable for the red and blue teams right? If not, how do you prevent false scores from blockers?

The blocking teams are Orange for Red and Cyan for Blue. In step 1 it explains the way that the checkpoint keeps blockers out. Your put shield doors for red and blue team at the entrance and exit of their respective checkpoint.

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So it was decided to go back to cyan when purple was just beginning to grow on me.

The blocking teams are Orange for Red and Cyan for Blue. In step 1 it explains the way that the checkpoint keeps blockers out. Your put shield doors for red and blue team at the entrance and exit of their respective checkpoint.

Edited by SF Retired

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So it was decided to go back to cyan when purple was just beginning to grow on me.

For three team demo we're doing purple racers and magenta blockers, as they are the most similar of the remaining colors.

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