Discussion in 'Halo 4 Modding' started by synth92, May 15, 2013.
Haha how'd that lobby get all those Bungie staff names?
Because it's actually a video of a bunch of Bungie employees screwing around
Nah, just kidding, we recorded a film in-game and modded it to obscure everyone's gamertags. Getting banned for this would be a little bad, you know.
Oh yeah, you can do that in theater, cuz' it's all datas and not a truthful recording. Got'cha.
That is so cool! I love that you added a "Do not distribute" message in the HUD, too. Impressive stuff. This just goes to show that there's a TON of power to be had.
That's freaking cool man. Can you put together a list of some of the neat things which you changed there. Like when you get the new weapon it looks like you get some fancy green effect, did you set the overshield effect to last a second or did you just throw the pick up effect over the player biped?
you know that kind of stuff, wold be really nice to read about that
This, is absolutely awesome dude.
Just goes to show what this tool can be capable of. I love the 'Do not redistribute' text, and since it's customizable, it could be used in many more ways than one!
Is there an option to change the weapon assortment?
Was I the non red nor blue guy?
nvm I was not on haven
what a nerd.
Sure, here's what I can think of right now:
The "fancy green effect" is the Regicide armor effect. I created a hidden trait set which is set up to give you that effect, and the trait set gets applied for a short moment of time to create the flash. It's actually somewhere around 5 game ticks right now, but I'm having issues getting it to sync over the network sometimes, so I might just make it one second (if that still looks good).
Assassinations, beat downs, and stick kills demote the player you killed. Suicides also demote you. You get a Vengeance medal for demoting someone (because it sounds cool and can't normally be obtained in this gametype since ordnance is disabled), and there's a custom stat for how many vengeances a player earns. I've seen games where people have gotten as many as 7 vengeances; they make the game a lot tougher especially considering how easy it is to stick someone sometimes.
Players only get promoted if they get weapon kills or assassinate someone. This means that melees or grenade kills won't promote you.
There's a bug in the game engine apparently (as far as I can tell, at least) where Sticky Detonator kills from the grave don't register as being Sticky Detonator kills, so you don't get promoted for that (and it actually happens somewhat often). I'm still considering what I want to do about this, but I may just end up making all kills from the grave promote you if I can't find a decent workaround.
On the topic of bugs, I encountered a bug during testing where you can't drop someone's weapon in the middle of an assassination animation (when the kill event occurs). In order to get around this, I had to make it repeatedly try to drop your weapon and then check if it actually dropped before giving you your new one (with the exception of the Extractor and the Flagnum, there's no "replace weapon" feature in MegaloScript - you have to drop the player's old weapon and give them their new one).
The video doesn't show this because I added it after we made it, but if you're on level 0 and another player demotes you (meaning that you can't just suicide to get this), then you go to level -1 and get an Incineration Cannon as a handicap. (Just for fun.)
After you kill someone, there's a 1-second (and I'll probably make that customizable) "cooldown" period during which you still have your original weapon. The purpose of it is to prevent quick multikills from making you get promoted twice (so e.g. if you kill two people with one rocket, you only move up one level). There's a trait set called "Cooldown Traits" which is applied during that time period in order to block any extra damage or multikills, but you could edit it from the in-game menu to give the player a temporary radar, for example.
There's supposed to be an overtime system where you get 10 (again, this will be configurable) seconds to try and demote someone after they go through all 18 levels in case they got stuck with a plasma grenade or something (yes, it actually is possible to do, someone managed it in a real game once), but it's broken in the version that was shown in the video (you hear the announcer say "overtime" and then the round immediately ends...oops). There will be an "Overtime Leader Traits" trait set so you could stick a waypoint over the person.
There are three modes of weapon progression which can be set from the game options menu: Weak to Strong, Strong to Weak, and Random. The video shows the Random progression mode, where the weapon progression is randomized every game (everyone in the game gets weapons in the same order though, and each weapon still appears once). Random is generally the most fair way of playing, because with the Weak to Strong mode, for example, whoever can get kills the fastest gets a huge advantage over other players and you end up having games where someone just destroys everyone else. The Random mode also keeps things interesting because then you never know what weapon you're going to get next or what weapon someone who's ahead of you might have.
I'm not currently planning on adding any ability to customize the weapon progression beyond that because adding it in would be too complicated and the game limits you to only 16 custom menu options. As much as I would love to add this, I'm not sure how feasible it would be.
There's obviously the "development build" HUD widget, but if you look closely, the text changes to ">>> New Weapon Incoming <<<" during the cooldown period (this is actually a second widget). This will become much more apparent when the "development build" watermark is removed.
We found through testing that the gametype works best on a small map. Abandon, Adrift, Haven, and Solace work really well. If anyone would be interested in forging a map just for this gametype, I would be very excited. Remember that weapon pickup and vehicles are obviously disabled.
I went through the entire process of designing, creating, and testing an entirely new gametype. As an overall statement, gametype creation is actually a lot harder than it looks. I'm not even talking about the scripting part of it - in general, gametypes have to be tested extensively and have to constantly be modified in order to ensure that they're fun to play and that they're fair for everyone. The gametype you saw in the video is actually very different from what we originally had - the testers who played the original version had to completely re-adapt to it. I have an understanding now of the kind of crap that 343/CA has to go through to make these things, and it really gave me a different perspective on them and how hard they're working to improve this game. They pretty much put their testers through hell in order to make Dominion, and I couldn't even imagine how much testing they had to do with the weapon tuning in order to make sure that it actually improved things. I'm just gonna be straight up honest here, people really don't appreciate everything that 343 has been doing for this game, and I'm hoping that this will change things.
You really think 343i didn't make an inhouse easy to use GUI for Megalo? Or Bungie didn't make one that they adapted? I mean, maybe they didn't, because they're professionals and don't need a GUI. Still though, wouldn't imagine why they'd make it hard on themselves.
I'm pretty sure they do have a GUI, I just meant that the overall gametype creation process is tough due to the level of testing that's required. A lot of ideas that you have initially just end up not being fun at all or they end up being unfair and have to be changed.
Thanks man, keep the amazing job!
I have maps that I have to test over, and over, and over again, in order to get them right. Maybe that's just paranoia that I've got something wrong, but I understand the level of testing. No one likes a half-arsed creation, and normally they don't play well either.
Good job on this, AMD. Very good job indeed. Hope to see a lot more from you guys in the future!
Seeing that HUD widget on the Gun Game video got me wondering:
Is it possible to have dynamic HUD elements added? If so, would it be possible for something like a repeating timer that counts down weapon spawns to be added onto your HUD to help newer players with timing weapons.
I don't know if a countdown could be done, but I'd imagine a script to place a HUD widget saying -ROCKETS INCOMING- being triggered by a certain time via game clock could be possible.
I have a few questions:
When resizing vehicles do explosions when they get destroyed also get resized?
It appears you changed the scoring system on your gun game gametype, can you tweak the ammount of points awarded to wahtever numbers you want, does this apply to every possible outcome? like assists, vehicle kills...
That would be perfect, too. As a way to have drop-spawned weapons with an in-game indicator, and without the Ordinance waypoint giving your position away.
Or perhaps personal ordnance on a looping timer. So, say, I get a personal ordnance drop every 5 minutes, and there would text at the bottom of the screen saying "Ordnance ready in 5:00".
Also, having just played AMD's Gun Game, I can say that's probably the most fun I've had in a Custom Game since the game launched. Awesome sauce.
Yeah, HUD widgets can display timers and numbers in them. I'm not sure if scripts can force personal ordnance drops however (they can force random drops though).
Let me get back to you on that.
Yes. There's a "manual scoring" mode which scripts can put the game into (used in Gun Game) where points aren't automatically awarded for anything. Scripts can listen in on various incidents then and give points for them.
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