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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Fiesta Mode made simple

Author Topic: Fiesta Mode made simple (4 messages, Page 1 of 1)
Moderators: Dennis

SGWraith
Joined: Apr 15, 2006

[SG] Clan


Posted: Aug 30, 2007 01:54 AM    Msg. 1 of 4       
I tried doing this with a script awhile ago but it never synced. I have since come across a way easier method to use thanks to a post by Rm860 in a recent discussion on random powerups.

All you have to do is make a item collection and make some permutations in it for each weapon you want to have included. Rather simple, just an item collection, no scripting required. It was so easy in fact I wished I had thought of that first before spending all that time trying to script it...

Oh well, live and learn.

Orange Gecko mentioned that weight should be thought of like a percent. If you want a weapon to show up more commonly, make its weight heavier (higher) instead of adding in another copy of it. Make sure the total weight of all permutations adds up to 100 as you might get compile errors if its higher or lower. I don't know what error you would get for sure but better safe then sorry.

Once you make your item collection with a couple different weapons in it, place it in your starting equipment like how you would a normal weapon. If you only want randomized starting weapons for certain gametypes you would set that when you create the scenario starting equipment. You don't need to set a respawn timer in the item collection tag like the invisi-overshield powerup does unless you want it to respawn faster or slower then normal weapon pickups.

I think I've covered everything someone would need to do this. I tested this out by modding Beavercreak so that all starting weapons and all weapons on the map were the randomized item collection I had made. Every new game had different weapons on the map and each time you respawned you (usually) had different weapons.

In my testing I noticed two glitches:

* If you place the same randomized item collection or have some common weapons between two different item collections, in for both primary and secondary weapon in your starting equipment you run the risk of randomly getting the same weapon from both when you spawn: The result is no secondary weapon.

The work around is to not have a weapon appear more then once in the starting equipment - either in a randomized item collection or a normal item collection.

* Randomized item collections of weapons placed directly on the map will change on their own from time to time just like the invisi-overshield powerup with or without a respawn timer value. This is unavoidable and sometimes annoying - especially when you were going for that rocket launcher only to have it change to a plasma pistol just as you get to it. :P

It would be cool to see this idea used in a H2 Map or something, no credit to me required though. I may eventually upload a test map to show some of the neat stuff that can be done with this.


Rm860
Joined: Sep 7, 2006

Dennis sleeps like this!


Posted: Aug 30, 2007 03:31 PM    Msg. 2 of 4       
indeed you could make an awesome gameplay experience using item collection permutations. But it would need to be used in a map about the size of cmt snow grove to be really effective.


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Aug 30, 2007 04:24 PM    Msg. 3 of 4       
Quote: --- Original message by: selentic
and the last one with portable turret

any chance ur referring to my chain gun? haha. im going to investigate this weight business and see what i can find


SGWraith
Joined: Apr 15, 2006

[SG] Clan


Posted: Aug 30, 2007 08:01 PM    Msg. 4 of 4       
There are definately some fun things you can do with these. Rm860, any particular reason why you would recommend something the size of CMT Snow Grove?

Donut, I'm pretty sure weights are percentages. The invisi-os item collection has only 2 permutations and each has a weight of 50. Normal item collections use a weight of 100, which is kinda like 100% since that is all it ever will be since it has only that one permutation.

If you wanted to test it, you could try making the weights add up to more or less then 100 and see what kind of things happen.

 

 
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