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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Gametype properties

Author Topic: Gametype properties (6 messages, Page 1 of 1)
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Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Oct 3, 2008 10:15 PM    Msg. 1 of 6       
Okay so I was wondering what properties for players are available for the CTF Gametype that a scripter could take advantage of that Slayer can't?
Edited by Dwood on Oct 3, 2008 at 10:15 PM


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Oct 3, 2008 11:32 PM    Msg. 2 of 6       
I don't think there is any difference between players due to gametypes, with the exceptions of teams. I wouldn't be the one to ask, though.


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Oct 3, 2008 11:35 PM    Msg. 3 of 6       
There is one thing. For some reason, CTF is the only game type in which the team index for each spawn point is used. Meaning, blue team will always spawn at blue spawn points, and red will always spawn on red spawn points. I don't think any other game type refers to the team index in the spawn points, so that could be taken advantage.


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Oct 3, 2008 11:39 PM    Msg. 4 of 6       
well CTF is widely the most popular gametype on halo, with a runner up of team slayer. In team slayer that causes chaos, which can be fun. In CTF, its a good thing.


MF Boom
Joined: Mar 5, 2007

I am the bone of my sword...


Posted: Oct 4, 2008 12:56 AM    Msg. 5 of 6       
Quote: --- Original message by: FoxtrotZero
I don't think there is any difference between players due to gametypes, with the exceptions of teams. I wouldn't be the one to ask, though.


A question I've wondered, and I'm not sure if it's been established whether or not it was possible, is can you set up more than one team if you adjust all the indexes of everything for that map?

Like, aside from just Red and Blue, have the ability to have Green and Yellow perhaps?


In conjunction with that, maybe there should be a script detection for a map that sorta works something like this (bad scripting examples ahead, proceed at own risk):


if (unit (list_get (players) 0)) 1) = team_index_0 + blue_color_1
and (unit (list_get (players) 0)) 2) = team_index_0
then (unit (list_get (players) 0)) 2) = blue_color_2
else (unit (list_get (players) 0)) 2) = blue_color_1

and repeat for team_index_1 and red_color_1/2/3/4 etc...


If you can't figure out what I mean, the first person on the Blue Team will have the standard blue armor. The second person to be on blue team will have another color, such as Cobalt, or Teal. And for Red Team, first player is Red, second is Crimson, Orange, Pink, etc...

Unfortunately with 16-person servers, you'd end up throwing black/grey/white into the mix and it would become complicated... But if that was possible, it'd be interesting to distinguish players by color that way, but still keep teams.


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Oct 4, 2008 01:27 PM    Msg. 6 of 6       
I wanted to see if I could use the CTF "special" player/index properties in order to make it so that red team can activate a volume trigger while blue team can't even though multiple teams would be cool.

Kornman is working on a project that does exactly that Boom.
Edited by Dwood on Oct 4, 2008 at 01:28 PM

 

 
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