FrozenGoathead
Newbie
Are there any plans for the creation of Safe Havens? If there is, that would make as jittery as a jitterbug.
Yeah, one of the vehicle options is "None."Will running on foot be an option for the vehicles, because I have wanted that for a while
Yeah, one of the vehicle options is "None."
Dude, this is utterly awesome. Understatement of the year.
Race fans shall adore you for this
Would it be possible to add an option to add some music on there? Like, say, you could change between the Flood music and the CTF Carrier music?
Yeah, one of the vehicle options is "None."
synth92
Will there be an option to scale players also in the gametype settings?
I'd love to make the warthogs nice and compact but the spartans be to scale of said smaller hog.
Huh wow! you just read my mind, I was just about to say adding flood or last man standing music would make it even better.
Well... not that I'd be able to hear it because of that damn halo 4 audio glitch.
The smaller the vehicles are, the less stable they are so it's kinda difficult to drive a tiny Warthog. I suppose I could add a player scaling option too.
Cosmic Lightning
Checkpoints are hill markers.
And I planned on playing music during the final lap.
Yes, but I was curious, is it not like reach's race where the label = the checkpoint? Or is it different?
There's a race_checkpoint label you have to apply to checkpoints and you control the order of checkpoints via Spawn Sequence. My gametype supports multiple checkpoints for a single spawn sequence (useful for alternative routes, etc). Due to how the Halo 4 engine works, you'll also have to place one instance of each vehicle on the map and optionally assign the race_del label to each one of them. Those vehicles force the engine to load vehicles into memory therefore allowing the script to spawn vehicles.
Just place each race vehicle once anywhere on the map. This is probably why 343i didn't include Race at launch since it's kind of a silly thing to do. I haven't tested with landmines but there might be issues with checkpoints disappearing.So, I can change the checkpoints to landmines like in reach, sweet. But you aslo saying that we have to place a vehice with race_del at every checkpoint or just in beginning?
Makes me wish we could attach weapons/attributes to vehicles. I could totally see a Mario Kart gametype with powerups being tons o' fun.
Great work all. So stoked to see this. By the way - is there a particular gametype you haven't started work on, like VIP? I'd like to try my hand at modifying a Halo 4 script to do something "classic".
Just place each race vehicle once anywhere on the map. This is probably why 343i didn't include Race at launch since it's kind of a silly thing to do. I haven't tested with landmines but there might be issues with checkpoints disappearing.
Mario Kart is totally doable but you might be able to manipulate vehicle speed so no speed boost powerup.
AMD and I are not making gametypes after Race. Gun Game and Race are exercises to help us understand Megalo better before we come up with a high-level scripting language for MegaloScript. AFAIK the only other gametype is Sharpshooter that's currently being worked on by Xerax.
You can do whatever you want but I don't think ksoft is exactly a good tool for making new gametypes from scratch.
Just place each race vehicle once anywhere on the map. This is probably why 343i didn't include Race at launch since it's kind of a silly thing to do. I haven't tested with landmines but there might be issues with checkpoints disappearing.
Is it possible to publish the Gametypes so that the have ingame editable created bys so when it says something like 343 Industries we can change that ingame by editing and saving the gametype?
There's a race_checkpoint label you have to apply to checkpoints and you control the order of checkpoints via Spawn Sequence. My gametype supports multiple checkpoints for a single spawn sequence (useful for alternative routes, etc). Due to how the Halo 4 engine works, you'll also have to place one instance of each vehicle on the map and optionally assign the race_del label to each one of them. Those vehicles force the engine to load vehicles into memory therefore allowing the script to spawn vehicles.