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Neat forge mechanics using the parent/child mod


Fuzzle

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Will update this thread with a test map to show everything off soon, here's what i made so far:

 

Yesterday i was unable to join HaloCUstom's SvC due to network issues, so i went into forge and spent time on my forge project (playing around with the parent/child mod).
I managed to forge the following:
-Dominion shields spawn structures/weapons/everything at determined/customisable locations when destroyed(multiple spawn tiers possible) => created a switch to spawn in objects (essentially you could spawn an entire map by the push of a button that includes vehicles, structures, weapons, armor abilities gadgets dominion...etc)
-attached kill boundaries and trait zones to vehicles making it possible to move the zones(will work with weapons and everything else too), will most likely work with objectives such as flag stands, hills etc.=> you can surround a warthog with a killzone or give the driver custom traits
-attached a light to a weapon/armor ability => permanent or temporary light source
-attached a dominion piece to a banshee causing it to immediately go lightspeed and fly away(crashing against the edge of Forge Island, explode and respawn in an infinite loop)
-attached a dominion turret to a mongoose (you can only drive unbuild turrets around atm) => you can deploy your turrets whereever you want, just drive your mongoose there and build the turret
-attached fusion coils to vehicles giving them additional weakspots
-used the race_hide label to create an invisible surface that players can stand on but lets projectiles through
-to be continued and updated
 

 

 

 
gametype (its the race gametype, does someone have different versions featuring the parent/child mod?): http://www.halowaypoint.com/en-us/g.../details/b533b7c7-6fab-4ea3-88a0-435c5a3416b7
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I had seen this before and it is very confusing if you dont know try it for yourself. lol. But very useful. And yes there are slayer and flood varients of the Parent/Child mods.

using this mod you could basically recreate invasion with as many tiers as you like. im working on a flood map that features 3 switches, each switch will spawn in weapons, vehicles, entire sections of the map and trait zones that change your damage resistance. it will be risky to get to those switches but the reward is great (there is no map out there that has this). I'm just a very bad forger, i would have created loads of maps with this.

Im also working on a Test Map showing the people the scale of possibilities, but i have university to attend so everything is just slooooow

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it is nice to spawn your maps as you play a game mode. I have spent a lot of time on this in domain using the dom shield spawn label and found that yes there is a item limit and a distance to specific items already on your map like a warthog and weapons drop will prevent your wall or items from spawning In at all also as items are spawning in after the game has already generated the lighting all items will look like the lighting is broken on your map I was devastated by this and see some of this in your video. I am vary intrested in this and if using the parent child has the sam spawning issue near or next to items on your map.

 

Despite all that would love to see just how far you can forge a real invasion map.

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This trick is incredible and creates that much more potential for Forging in Halo. Forging in Halo right now is the most innovative thing about the game and possibly the most innovative thing in gaming today. It's evolved exponentially over the years since Halo 3. I'd love to see some real Invasion maps and, actually, maps in general that use this.

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it is nice to spawn your maps as you play a game mode. I have spent a lot of time on this in domain using the dom shield spawn label and found that yes there is a item limit and a distance to specific items already on your map like a warthog and weapons drop will prevent your wall or items from spawning In at all also as items are spawning in after the game has already generated the lighting all items will look like the lighting is broken on your map I was devastated by this and see some of this in your video. I am vary intrested in this and if using the parent child has the sam spawning issue near or next to items on your map.

 

Despite all that would love to see just how far you can forge a real invasion map.

sounds like you have way more experience with this mod, cool :)

yeah those are indeed downsides i havent even thought of, but i will test this myself ;)

i think the invasion one would be very limited (at the moment) but lets start with smaller projects using this and going a step further

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always here to help even if I come off the wrong way, also just a heads up on weapon spawning as weapons that are set to spawn in when a switch is used may respawn instantly when dropped as thay seam to have no spawn time when the label dom shield is used to spawn them in do let me know what you find out about this when using the parent child label, I am vary curious about it.

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always here to help even if I come off the wrong way, also just a heads up on weapon spawning as weapons that are set to spawn in when a switch is used may respawn instantly when dropped as thay seam to have no spawn time when the label dom shield is used to spawn them in do let me know what you find out about this when using the parent child label, I am vary curious about it.

I set up a testmap to test stuff out and showcase it, its on my FS but not as impressive.

I want to start my first project with this:

 

Halo 4 Infection based Tower Defense Game:

The Flood have to get through a maze to win, the humans have to prevent them from reaching the end.

Featuring:

-currency system (ordinance)

-Resupply/Traps/Route changes/Turrets can be bought ingame with currency

-Humans can choose what they want to buy

-Smart/skilled Flood will be able to bypass the Traps

-The further the Flood the more cover/damage resistance/etc they get

 

Not sure if this all is 100% possible

 

Also i found out you can attach a teleporter node to an armor ability or vehicle and use it to teleport to its location. you could recreate broslayer by using a spawnroom

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awesome

The map is halfway done, i managed to give the flood spawnable cover and shortcuts. The humans traps, weapons and vehicles they can buy.

The Flood only have to hit a dom shield at specific points in the map to receive those, the humans have to pay for them by using grenades they got from ordinance. 2 grenades=one spawn of their choosing.

Things to work out:

-exact contraption that requires 2 grenades (im thinking extraction crate and fusion coil) thats affordable

-where should those contraptions be located? on the map or in a spawnroom of the humans

-i dont have a modded flood variant yet, only race

-settings of the humans (they should be invincible and be able to keep an overview easily (jetpacks?)

-the ultimate goal of the flood (destroy one last trigger making the humans mortal slow and marked with an icon) im trying to pull that off by despawning traitzones with different priorities (makes it possible to apply and change custom traits to the Flood each round like faster running/damage resistance)

-safehouse for the flood to spawn in, prevent AFK killing

-tweaking of the traps

-you cant spawn in dom turrets, but i really want them

-speed of the flood

-create a climactic end (race to the top)

 

this has to be donebefore i can first test it, but i already did some testing with 6 people and the spawning worked flawlessly. 

Could be wrong but the spawned pieces even generate shadows ;)

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Great finds! I can't wait to get on Halo 4 and see these creations for myself :D

 

Thanks for adding my video to this thread too :P

 

-Josh

well you still have to wait a bit for the actual map^^ the testmap only features those triggers in action. the map im working on will be a bit cooler

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