Nuked's Modified Race Gametype Tutorial

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This gametype is my modified version of the race gametype that 343i provided us with on their custom maps. It includes many changes which I believe improves the overall experience and brings back a more classic feel to it. This will likely not be the final version of the gametype and I will include any changes I make to the scripting setup at the bottom of the tutorial. I advise checking there before going through the setup phase in case there is anything that needs to be changed. If you would like to see the documentation for the original gametype that includes the majority of the scripts that I used here (scroll down to the minigame design docs seciton and download.) The race document also includes a breakdown of all the scripting channels used (as mine uses the same channels) so you can make the necessary changes.

Core differences between 343i provided gametype and my own:

  • Removed "GO" countdown
  • Modified checkpoint navpoints to be more intuitive
  • Added checkpoint sound when crossed
  • Added lap sound when crossed
  • Permanent leader navpoint that changes on checkpoint basis
  • Scoring on a lap based counting system

Item Prefabs & Gametypes:

Here is a list of all the prefabs that will be required to set up my gametype. You can bookmark them and you can then access them through the prefab menu in forge and go to the forge bookmarks section under edit search. I have also included download links for popular gametypes used by our community.

  • Race Brain
  • Race Checkpoint
  • Final Checkpoint
  • Race - download link will be provided once 343i updates their HaloWaypoint to show minigame gamemodes on browser, see NukedLceCream's bookmarks ingame for bookmark.
  • HT Supercross - Official gametype of HT Supercross, see Le Hefe's files in game.

Checkpoint Setup:

In order to setup checkpoints the easiest way will to be to bookmark my prefabs for both the regular checkpoints as well as the final one as it requires a little bit of extra scripting. The checkpoints have 2 different brains that make up their functionality.

Checkpoint Boundary (Neon Blue, Neon Blue):

This brain controls the boundary of the checkpoint much like it has in past Halo games. Simply ungroup my prefab and resize this as necessary to fit your track.

Navpoint Indicator (White, Yellow):

This brain will indicate where the navpoints will be for each checkpoint. You can have as many of these as you want per checkpoint but my gametype comes with 1 centred in the middle of the checkpoint like past games.

In order to set up checkpoints you will want to setup the checkpoint to the proper width and regroup it with the navpoint brain. Simply duplicate these around the track and adjust the spawn order to correspond to the checkpoint number. When you get to the endpoint of your track where you want the lap counter to score a point you will want to place a checkpoint after that point on the track as my scripting setup checks for the lap loop on the 2nd last checkpoint. For the last checkpoint you will also need to have an additional script which notifies the game that it is the last checkpoint. I have included a link to my prefab that includes this script in the introductory sentence of this section as well as the download section at the beginning.

Checkpoint spawn order


Final checkpoint spawn order


Final checkpoint script difference


I will now be going through all the script brains and explaining what changes I've made, and also what changes you will need to make in order to set it up on your map. The easiest way to set this up will be to bookmark my prefab and just spawn it into your track. I will be referencing the brains based on their colors and labeling based on what they control.

Interactive Switch

This switch is an ingame reset switch that only appears in forge to help test your settings. Whenever you make a change to any of the brains you will need to activate the switch twice in order to re-initiate the gametype.

Game Manager (White,White):

This brain controls general game events for the minigame mode. Do not make any changes to this brain.

Mode Manager (White,Black Light):

This brain manages mode specific settings for the race mode. Do not make any changes this this brain as well.

First Gate Manager (White, Neon Green):

The first gate manager sets which gate on your map is to be designated as the first gate. The spawn order should be 1 and there shouldn't be any changes needed.

Last Gate Manager (White, Neon Red):

This brain manages what the last gate on your map will be and will allow your checkpoints to continue to loop around so you can do laps. You will need to set the spawn order of this brain to how many checkpoints you have on your track.

Spawn order modify


Direction Manager (Black,Black):

The direction manager set's which direction the checkpoints will be going (forward/reverse) and which checkpoint will have the first navpoint marker on it. The spawn order should be set to 1 unless you want a checkpoint further on in the track to have the first navpoint.

Player Manager (Brown, Neon Pink):

This brain manages the checkpoint advancing, scoring, and position. There are a few changes you can make within this brain and they correspond to the checkpoint get sound and lap complete sounds. In order to modify the checkpoint get sound you will need to go into script 3, and navigate down to Action 4. If you wish to not have a sound play when you cross the checkpoint you can simply set sound to <none> or "remove last action" (be careful not to remove or modify any other settings.) To modify the lap complete sound it is a similar procedure, You will need to go into script 6, and scroll down to action 4 and modify the sound. Note that if you have both a checkpoint and lap sound they will both play when you cross the final gate (with the checkpoint one playing immediately before the lap sound.)

Checkpoint get sound


Lap complete sound


Player Gate Nav Manager (Brown, Neon Yellow):

This manages the navpoints that appear on each checkpoint. Within this you are able to change the colour and text that appears on the navpoint. To modify these settings go into script 3 and scroll down to action 3, where you can change the colour and text. If you do not want to have navpoints over the checkpoints you are able to delete this brain and it won't effect anything else.

Player nav visual settings


Leader Nav Manager (Brown, Brown):

This manages the navpoint that appears over the leader. This will update based on whoever has the most checkpoints and will remain until someone else takes over the checkpoint lead. In order to modify this it's the exact same process as the checkpoint navpoints. You are also able to remove this by simply deleting the script brain.

Leader nav visual settings


If you have any questions or would like any help feel free to comment below or message me on xbox live.


When the leader of the race crosses the first checkpoint the screen freezes for everyone for 2-3 seconds. This can be mitigated by covering your initial spawn points with a checkpoint boundary with spawn order 1 (no navpoint brain.) This works best if your spawn area is off the main racing line as on subsequent laps you will not hit these and the navpoint will function as normal. If your track has only 2 checkpoints (ie supercross), do not place the checkpoint ontop of the spawns as it will mess up scripting. Place it somewhere such as the exit to spawn or in the starting gate.

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