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Author Topic: Multiplayer Format Firefight (36 messages, Page 1 of 2)
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Xoronatus
Joined: Dec 6, 2010

Taking a break


Posted: Jan 13, 2011 11:38 PM    Msg. 1 of 36       
So I am making a firefight map that I will release to the public hopefully. However, I am making it in the multiplayer format.

Why:
1. I like multiplayer format better than sp format
2. You can respawn
3. Easier to make
4. Possibly allow different Slayer variants to be played

The map will only be playable in Slayer. I hope however to still allow gametypes such as Classic Snipers, Classic Slayer, etc. which would allow the player to play firefight with snipers as starting weapons for example.

I hope to put 20 waves of Covenant goodness. And will include crappy spirit dropships to drop enemies and maybe even vehicles.

The player will also have spartan AI as allies, and the map will have custom weapons.

Do you guys have a problem with it being a multiplayer map? All of the other firefight maps are sp, but I want to make this one mp. Just wondering if the community has major problems with a multiplayer firefight map?


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Jan 14, 2011 12:14 AM    Msg. 2 of 36       
A multi-player format firefight wouldn't work because:

1) AI don't sync online.

2) multi-player maps have a much lower tagspace limit.

3) I'm pretty sure that most scripts that work in single-player wouldn't work in multi-player


Xoronatus
Joined: Dec 6, 2010

Taking a break


Posted: Jan 14, 2011 12:42 AM    Msg. 3 of 36       
Yes, I know that AI don't sync online, and yes have a lower tagspace limit, and it seems like some of the sp scripts will not work.

However, of course the main ones that I am using will work

for example
(ai_place)
(ai_magically_see player)
(object_create)
(object_destroy)
(cinematic_start)
, although i don't think hud messages will work, but that's fine
(i could just use sv_say or not use hud messages)

I'm talking about do people want sp format instead of mp format? because i personally like mp. (i hate loading maps with console, it's awkward)


doompig444
Joined: Mar 22, 2010

Mornië alantië


Posted: Jan 14, 2011 12:55 AM    Msg. 4 of 36       
MP was made for MULTIPLE PLAYERS, SP was made for SINGLE PLAYER, hence their naming conventions. Thus, a map made for a single player on a multiplayer format cannot end well. You'll be heavily limited by scripting and such.


Xoronatus
Joined: Dec 6, 2010

Taking a break


Posted: Jan 14, 2011 01:03 AM    Msg. 5 of 36       
Well, but there are lots of "bloodgulch variants with ai bots," out there, take The Great War for example. They work, though they don't have scripting, but just about all of the scripts that i want to use work in mp. So basically, just an sp map that you load as a Slayer map, that's all, but plays exactly like an sp map.


IcePhoenix
Joined: Sep 9, 2010

-Minor modeler-


Posted: Jan 14, 2011 03:39 AM    Msg. 6 of 36       
Quote: --- Original message by: Xoronatus
Well, but there are lots of "bloodgulch variants with ai bots," out there,

You just stated the reason why we hate mp maps with bots.
Edited by IcePhoenix on Jan 14, 2011 at 03:40 AM


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Jan 14, 2011 04:14 AM    Msg. 7 of 36       
Quote: --- Original message by: IcePhoenix

Quote: --- Original message by: Xoronatus
Well, but there are lots of "bloodgulch variants with ai bots," out there,

You just stated the reason why we hate mp maps with bots.
Edited by IcePhoenix on Jan 14, 2011 at 03:40 AM


Well I'd rather play with people using GuiltySpark than pure aimbotters. At least they're silent once in a while.


doompig444
Joined: Mar 22, 2010

Mornië alantië


Posted: Jan 14, 2011 04:36 AM    Msg. 8 of 36       
Quote: --- Original message by: Xoronatus
Well, but there are lots of "bloodgulch variants with ai bots," out there, take The Great War for example. They work, though they don't have scripting, but just about all of the scripts that i want to use work in mp. So basically, just an sp map that you load as a Slayer map, that's all, but plays exactly like an sp map.


This is precisely what I despise. If it's played "exactly" like an SP map, why limit yourself? Why not just make it an SP map? It'd be much easier to script and such...


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Jan 14, 2011 06:04 AM    Msg. 9 of 36       
Everything done in MP can be done 10x better in SP. Make it a SP map.


HaloIsAHorribleGane
Joined: Nov 9, 2010

I'd rather play yahtzee


Posted: Jan 14, 2011 06:49 AM    Msg. 10 of 36       
Quote: --- Original message by: Higuy
Everything done in MP can be done 10x better in SP. Make it a SP map.


sure is opinions in this post


abkarch
Joined: Mar 20, 2010

This account is old. Sorry for inappropriate posts


Posted: Jan 14, 2011 08:37 AM    Msg. 11 of 36       
people, if he wants to make it that way, let him. its his decision. instead tell him what you think should be put in the firefight.


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Jan 14, 2011 09:06 AM    Msg. 12 of 36       
Quote: --- Original message by: Juan
You are clueless on the limitations of implementing the pop-up menu. I doubt he wants his map to be named a10, a30, a50, etc. and the player can easily press Esc to cancel the menu all together. This is probably one of the main reasons why Mooose has postponed his firefight. =p

Not really. The menus you gave me worked flawlessly, and the naming of the map can be hexed. Postponing reasons are due to many other life-related issues.


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Jan 14, 2011 02:41 PM    Msg. 13 of 36       
If you want I can send you my loadouts script, it's a bit easier to implement than mooseguy's.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Jan 14, 2011 02:46 PM    Msg. 14 of 36       
Quote: --- Original message by: HaloIsAHorribleGane
Quote: --- Original message by: Higuy
Everything done in MP can be done 10x better in SP. Make it a SP map.


sure is opinions in this post


Eh? For what hes trying to do (A Firefight), then yes sp would dominate mp in this. Not sure how its an opinion, its a proven fact that single player type things work better in well, single player.


Xoronatus
Joined: Dec 6, 2010

Taking a break


Posted: Jan 14, 2011 04:39 PM    Msg. 15 of 36       
Well, this is going to be my first firefight release to halomaps. This is actually like my fourth time remaking a firefight on the map, because I had a ton of fatal crashes thanks to trying to put ASP tags in for some reason. I decided to give the map up and say "ah whatever," but I'm back, and redesigned the map, and am ready to make an awesome firefight like Bungie!!!

So anyways, to the point.
Perhaps I should make an mp firefight beta to send out on e-mail or something. Because everyone else has made sp firefight, but in my frustrating early attempts at making a firefight, mp seemed to work great. Do you guys think that's a good idea?


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Jan 14, 2011 05:49 PM    Msg. 16 of 36       
Whatever you find to work best for your map design.


spartin115
Joined: Sep 26, 2009


Posted: Jan 15, 2011 10:40 PM    Msg. 17 of 36       
You can respawn in sp maps.


Xoronatus
Joined: Dec 6, 2010

Taking a break


Posted: Jan 18, 2011 01:53 AM    Msg. 18 of 36       
And how would you script that?


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jan 18, 2011 02:51 AM    Msg. 19 of 36       
Quote: --- Original message by: Higuy
Quote: --- Original message by: HaloIsAHorribleGane
Quote: --- Original message by: Higuy
Everything done in MP can be done 10x better in SP. Make it a SP map.


sure is opinions in this post


Eh? For what hes trying to do (A Firefight), then yes sp would dominate mp in this. Not sure how its an opinion, its a proven fact that single player type things work better in well, single player.


I think he meant to be smart and actually meant that certain MP things cannot be replicated in SP, such as the obvious no more than one player :P


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Jan 18, 2011 04:39 AM    Msg. 20 of 36       
Ur gonna need tool++ to make it decent on mp. But i would go with sp cos u can use better tags and do more things without having to worry about the very limited tag space in mp. Just get Mooseguy to help you out with the life script.


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jan 18, 2011 08:06 AM    Msg. 21 of 36       
Why would anyone ever "need" tool++, it's buggy, unstable, and unreliable. Just use regular tool. Or were you referring to using the HEK+ to rip BSPs?


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jan 18, 2011 10:19 AM    Msg. 22 of 36       
Quote: --- Original message by: Xoronatus
And how would you script that?
Search is your friend.


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Jan 18, 2011 04:50 PM    Msg. 23 of 36       
Quote: --- Original message by: rerout343
Why would anyone ever "need" tool++, it's buggy, unstable, and unreliable. Just use regular tool. Or were you referring to using the HEK+ to rip BSPs?


U'd need tool++ if you go over the tag limit


Xoronatus
Joined: Dec 6, 2010

Taking a break


Posted: Jan 18, 2011 09:45 PM    Msg. 24 of 36       
Believe it or not, it seems I will be able to add a ton of actor variants and a lot of stuff, the tags are unusually small:D


spartin115
Joined: Sep 26, 2009


Posted: Jan 18, 2011 10:24 PM    Msg. 25 of 36       
Quote: --- Original message by: Xoronatus
And how would you script that?


(script continuous life_lost
(set cheat_deathless_player true)
(sleep_until (<= (unit_get_health (unit (list_get (players) 0))) 0.01) 1)
(player_enable_input false)
(fade_out 1 0 0 60)
(sleep 60)
(set lives (- lives 1))
(object_teleport (unit (list_get (players) 0)) hide)
(fade_in 0 0 0 60)
(set load_available true)
(sleep_until (= load_available false))
(object_teleport (unit (list_get (players) 0)) spawn)
(object_create_anew skull)
(object_teleport skull spawn)
(player_add_equipment (unit (list_get (players) 0)) ball false)
(sleep 30)
(player_add_equipment (unit (list_get (players) 0)) none true)
(sleep 30)
(if (= loadout 0) (player_add_equipment (unit (list_get (players) 0)) loadout1 true))
(if (= loadout 1) (player_add_equipment (unit (list_get (players) 0)) loadout2 true))
(object_create_anew skull)
(fade_in 0 0 0 60)
(player_enable_input true)
(sleep 10)
(object_create_anew skull)
)


(script continuous gameover
(if (= lives 0) (game_lost))
)

(global short lives 7)


Ignor the stuff about loadouts.


Xoronatus
Joined: Dec 6, 2010

Taking a break


Posted: Jan 21, 2011 01:34 AM    Msg. 26 of 36       
Alright, well what I'm worried about for making it MP format is how the player will select the map. (I'm totally fine with the tagsize limit, I have a lot of extra space despite having added pretty much all of my bipeds, weapons, etc.) Because the thing is that if I make it MP, then if the player plays it on oh say, "Classic Rockets," then none of the covenant will have weapons. That's a problem. Also there will be time limits, unlimited lives. etc... Could I script these out???????? Anybody really good at scripting who can help????????

Xoronatus


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Jan 21, 2011 01:40 AM    Msg. 27 of 36       
I doubt the covenants weapons would be affected.

Well if u have the lives script, why not make it sp?


Xoronatus
Joined: Dec 6, 2010

Taking a break


Posted: Jan 21, 2011 07:33 PM    Msg. 28 of 36       
But it seems that using the lives script, you would have awkward fading in and out.

I just came up with a great idea, I like multiplayer, so for my own personal use, I'll have a mp version for me on my computer, but I will release an sp format one like everybody is used to. :D (duh) Alright, so about that lives script?
Edited by Xoronatus on Jan 21, 2011 at 08:26 PM


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Jan 22, 2011 05:28 AM    Msg. 29 of 36       
I had an idea for the retarded fade. Spawn a biped, attach it to the player, detach it from the player set the camera offset to the biped, kill the biped meanwhil teleport the player away to the starting location. Then it would look like you died. Then fade out and fade back in again as the player. Might take too long tho

And i don't really get the lives script. The command at the very end isn't part of a script. Its a stand alone command: (global short lives 7)

Also i'm not sure what to cut out to make it suit my firefights and other peoples firefights (without the loadouts is what i mean) but i'm not sure what stuff about the loadouts to keep in the script


Xoronatus
Joined: Dec 6, 2010

Taking a break


Posted: Jan 23, 2011 11:00 PM    Msg. 30 of 36       
Although, if worst comes to worst, the easiest method would just be having only 1 life like in most of the firefight maps that are out there, but I would just scale the difficulty and do some stuff to make it less likely that the player will get pwned.

Hello out there
Anyways, it'll just be a first firefight, so it will be somewhat simple (not actually lolz)
Edited by Xoronatus on Jan 25, 2011 at 01:41 AM
Edited by Xoronatus on Jan 25, 2011 at 01:45 AM


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Jan 25, 2011 03:12 AM    Msg. 31 of 36       
I'm actually starting to think mp might be allright apart from the size limit cos u don't have to worry about the lives. If u do an mp and sp version, could i have an mp?


Xoronatus
Joined: Dec 6, 2010

Taking a break


Posted: Jan 25, 2011 06:53 PM    Msg. 32 of 36       
sure, in my opinion mp is easier, but for the release to everybody im gonna have to make it sp, it would be way too confusing for people otherwise.

Here's my attempt at fixing the script to make it without the fading thing so that when you die and respawn, it is like it would be in multiplayer.

(script continuous life_lost
(sleep_until (<= (unit_get_health (unit (list_get (players) 0))) 0.01) 1)
(sleep 60)
(set lives (- lives 1))
(object_teleport (unit (list_get (players) 0)) hide)
(set load_available true)
(sleep_until (= load_available false))
(object_teleport (unit (list_get (players) 0)) spawn)
(object_create_anew skull)
(object_teleport skull spawn)
(player_add_equipment (unit (list_get (players) 0)) ball false)
(sleep 30)
(player_add_equipment (unit (list_get (players) 0)) none true)
(sleep 30)
(if (= loadout 0) (player_add_equipment (unit (list_get (players) 0)) loadout1 true))
(if (= loadout 1) (player_add_equipment (unit (list_get (players) 0)) loadout2 true))
(player_enable_input true)
(sleep 10)
)
(script continuous gameover
(if (= lives 0) (game_lost))
)
(global short lives 7)
Edited by Xoronatus on Jan 25, 2011 at 06:58 PM


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Jan 25, 2011 07:09 PM    Msg. 33 of 36       
cool mooose explained that you have to mod the skull to not have an fp animation and stuff so it looks like u spawn with no weapon then u draw ur primary. Thats the part i didn't understand


goldensnake22
Joined: Oct 10, 2010

sexy singers and serial daters eat popcorn


Posted: Jan 25, 2011 07:12 PM    Msg. 34 of 36       
This really never worked before and i wont be suprised if it dosen't work again, But hey i'm always up for new projects go for it.


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Jan 25, 2011 07:25 PM    Msg. 35 of 36       
I really didn't like gephy firefight but then again that had crappy tags and stupid stuff

 
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