Static Timed Weapons & Powerups

Map Description

  1. NOKYARD
    ---NOTICE--- Until further notice, Static Timed Weapons do not function properly from the second round on in round based games. Hopefully this will be repaired.

    Update 2018-03-26
    Added:
    180 second railgun
    120 second Plasma Caster, FRG, Railgun, Hydra Launcher, Binary Rifle
    90 second Shotgun, Needler, Hammer, Light Rifle, Sentinel Beam, DMR, Scattershot



    Scripts programmed by Yumudas Beegbut.


    Static Timed Weapons allows you to spawn your Power Weapons and Powerups at EXACT 2 or 3 minute intervals. You can see this weapon spawning system in the Halo 3 Classic Playlist.

    This system for delivering power weapons evolved from the 'Drop Spawn' system found on Halo 3 MLG competitive maps. The general idea is that power weapons which arrive on a timer allow for consistent and predictable Map, Weapon, & Powerup control.

    Power Weapons will spawn at EXACTLY the correct time. If not picked up they will despawn about 5 seconds before the next one shows up (to prevent ammo doubling). If picked up and dropped, or the player dies while carrying, they will 'clean up' in about 20 seconds.

    Script compatibility: This script uses Global Victor, Whiskey and X-ray Numbers. Each weapon has the Sierra Label.

    Prefabs

    The main Prefab is required for all installations. This contains 4 Script Brains which should be placed first. Please do not alter or ungroup this set. They are setup to NOT fire in Forge Mode.

    Static Weapon Timers
    [​IMG]

    Powerups

    [​IMG]H3powerup by NOKYARD, on Flickr

    [​IMG]H5Powerup by NOKYARD, on Flickr

    There are 5 Powerup Prefabs available: These feature a script which removes the activation animation (slap on chest).
    120 Active Camo
    120 Overshield

    180 Active Camo
    180 Overshield
    180 Speed Boost
    (Not a Classic Powerup but i included it anyway)

    Placing a Powerup


    The 'ball' is actually a FX: Beam: Plasma 8X16 so the lower part of the beam must be set into the floor to make the Beam appear as a ball (the FX: Glows were unsuitable for this application). There is a Cortana Doll attached to each Powerup Prefab to assist with precise placement. Lower the doll until Cortana's feet just rest on the floor. The Cortana Doll has a 'forge:include' Label so there is no need to delete the Doll. It's best to keep the prefab intact in so you may reposition at a later time.

    [​IMG]ActiveCamo by NOKYARD, on Flickr

    Powerup Prefabs are self contained and require no hills like the Weapon Prefabs. There are no limits as to how many, or of which type, you can place.

    Why Green? The Overshield in Halo 3 was a red orb but we decided to change it to green for 3 reasons; In all following games red Powerups are attributed to Damage Boost, your Shields emit a green glow while the Overshield is active, and the activation sequence looks bad ass.


    Power Weapons

    [​IMG]H3120 Sniper by NOKYARD, on Flickr

    [​IMG]H5120Sniper by NOKYARD, on Flickr

    There are 15 Power Weapon Prefabs available. They are assembled in groups to keep the number of files down. Unless otherwise noted all weapons are the [standard] variant. The 'b' sets are explained further down.

    120 Relic Sword (Covie Weapon Holder)
    150 Relic Sword (Covie Weapon Holder)
    180 Relic Sword (Covie Weapon Holder)
    90 Weapons (Shotgun, Needler, Hammer, Light Rifle, Sentinel Beam, DMR, Scattershot)
    90b Weapons (same as above)
    120 Snipe Rockets (Sniper, SPNKr)
    120b SnipeRockets (same as above)
    120 Weapons (Needler, Shotgun, Spartan Laser, Gravity Hammer, Rocket Turret [ONI Detached], Plasma Caster, FRG, Railgun, Hydra Launcher, Binary Rifle)
    120b Weapons (same as above)
    150 Snipe Sword (Snipe-Narrows, Halo 5 Sword-Blackout)
    150b Snipe Sword (same as above)
    180 Snipe Rockets (Sniper, SPNKr)
    180b SnipeRockets (same as above)
    180 Weapons (Halo 5 Sword, Shotgun, Beam Rifle Halo 2, Gravity Hammer, Rocket Turret [ONI Detached], Railgun)
    180b Weapons (same as above)

    Placing Power Weapons

    For reference:
    Team 6 (Purple Hill) is for the 90 second timing
    Team 6 (Magenta Hill) = 120 secons
    Team 7 (Gold Hill) = 150 seconds
    Team 8 (Cyan Hill) = 180 seconds
    You can not mix timings (120 Sniper in a 180 Hill)

    Select the Prefab you wish to place.
    [​IMG]SelectPrefab by NOKYARD, on Flickr

    [​IMG]Drop Prefab by NOKYARD, on Flickr

    There will be extra weapons you don't need so ungroup the set and delete the unneeded weapons now.

    [​IMG]Delete Extra by NOKYARD, on Flickr

    The 'Safe Hill' is very important. While the weapon is within this hill it will not despawn. If it leaves the hill, or is picked up and dropped outside of the hill, it will despawn in 20 seconds. Adjust the hill to suit the 'safe' area for your weapon placement keeping in mind that Grenades will knock the weapon from it's spawn position.

    [​IMG]AdjustHill by NOKYARD, on Flickr

    Once placed set the Boundary Show = Off to hide the hill.

    [​IMG]BoubdaryHillOff by NOKYARD, on Flickr

    ***NEW as of Nov 2018***

    IMPORTANT - The old prefabs contained 4 of each weapon. In order to simplify the process prefabs now contain one of each weapon. Duplicate your weapon 3 more times so you will have 4 of the weapon.

    [​IMG]PositionMixed by NOKYARD, on Flickr

    Navigate to Object Properties/Position and press D-pad/Left on each of the 3 Positions (X, Y, & Z) so there is a number in each. This will ensure all 4 weapons overlap to make placement easier.

    [​IMG]PositionSame by NOKYARD, on Flickr

    Place the weapons (they should remain Phased for now).

    [​IMG]BadHill by NOKYARD, on Flickr

    Each weapon has a small visible hill. This (very important) hill signals to the included scripts that the weapon is being held. You MUST be sure that players are not able to intersect this hill when the weapon is in position.

    [​IMG]HillIntersect by NOKYARD, on Flickr

    If a player intersects with this hill (in the chest area or helmet) the weapon will despawn after 20 seconds even if the weapon is not grabbed. Make sure to place the weapon so the hill is out of the way.

    [​IMG]NormalHillOff by NOKYARD, on Flickr

    Set the weapons to Normal Physics and set Boundary Show = Off.

    [​IMG]NormalHillOff by NOKYARD, on Flickr

    The weapon should look like this when complete.

    [​IMG]Success by NOKYARD, on Flickr

    Placing more than 1 set of the same weapon

    'b' Sets


    The 'b' sets are for cases where your map requires two sets of the same weapon in two different locations. For example the 2 Sniper locations on The Pit would require you to place '120 Snipe Rockets' for Red side, and '120b Snipe Rockets' for Blue side.

    The scripts use Spawn Order to keep track of individual weapon pools. For example all 4 of the 180 Rockets use Spawn Order = 1. The Spawn Order in the 'b' sets are 10 higher than the same weapon in the regular prefab.

    Placing more than 2 sets of the same weapon

    Each set of 4 weapons in the Prefabs uses a unique Spawn Order so the script brains can differentiate between weapon pools. It is important that each weapon pool on your map feature a unique Spawn Order.

    The scripts do not allow for the same weapon placement to be set more than once so DO NOT Copy/Paste prefabs.

    If your map requires 4 Sniper locations it is simple to adjust the scripts to make extra prefabs.

    Simply Place 2 more installations of '120b Snipe Rockets' as per above. Then select all the Snipers in set 3 and add 10 to the Spawn Order of each weapon in that set. Select all the Snipers in set 4 and add 20 to the Spawn Order.

    As long as each individual weapon location features a different Spawn Order your weapons should function normally. The reason you must use 10 is so there is no overlap with the other weapon placements on your map. Do not go above Order 53.

    These are the reserved Spawn Orders. You may choose any Spawn Order not listed here as the Spawn Order for your extra weapon pools.
    Spawn Order reservations

    Team 5 (Purple Hill) = 90 seconds
    Team 6 (Magenta Hill) = 120 seconds
    Team 7 (Gold Hill) = 150 seconds
    Team 8 (Cyan Hill) = 180 seconds

    All powerups are Spawn Order 59

    120 Relic Sword 8 (Covie Weapon Holder)
    150 Relic Sword 18 (Covie Weapon Holder)
    180 Relic Sword 28 (Covie Weapon Holder)

    90 Weapons (Shotgun 7, Needler 9, Hammer 5, Light Rifle 8, Sentinel Beam 21, DMR 22, Scattershot 23)
    90b Weapons (Shotgun 17, Needler 19, Hammer 15, Light Rifle 18, Sentinel Beam 31, DMR 32, Scattershot 33)

    120 Snipe Rockets (Sniper 2, SPNKr 1)
    120b SnipeRockets (Sniper 12, SPNKr 11)

    120 Weapons (Needler 9, Shotgun 7, Spartan Laser 10, Gravity Hammer 5, Rocket Turret [ONI Detached] 4 , Plasma Caster 24, FRG 25, Railgun 26, Hydra Launcher 27, Binary Rifle 28)
    120b Weapons (Needler 19, Shotgun 17, Spartan Laser 20, Gravity Hammer 15, Rocket Turret [ONI Detached] 14, Plasma Caster 34, FRG 35, Railgun 36, Hydra Launcher 37, Binary Rifle 38)

    150 Snipe Sword (Snipe-Narrows 2, Sword-Blackout 3)
    150b Snipe Sword (Snipe-Narrows 12, Sword-Blackout 13)

    180 Snipe Rockets (Sniper 2, SPNKr 1)
    180b SnipeRockets (Sniper 12, SPNKr 11)

    180 Weapons (Sword 3, Shotgun 7, Beam Rifle H2 6, Gravity Hammer 5, Rocket Turret [ONI Detached] 4, Railgun 29)
    180b Weapons (Sword 13, Shotgun 17, Beam Rifle Halo 2, Gravity Hammer 15, Rocket Turret [ONI Detached] 14, Railgun 39)

    Run Time Maximum

    [​IMG]RunTimeMaximum4 by NOKYARD, on Flickr

    Halo 3 had a unique feature called Run Time Maximum which allowed you to control the total number of a given weapon on your map during the course of a game. If the Sniper was set to 4, and 4 players were holding a Sniper, a 5th Sniper would not spawn. This (i assume) was to prevent everyone from holding a Sniper. It's an unlikely event but our script allows for exactly this feature.

    If your map contains 2 of the same power weapon (like the 2 Snipers on The Pit) you may wish to limit the total number of weapons available to players to a maximum of 4. To accomplish this you place the A prefab in one location, and place the B prefab in the other location. Duplicate the weapon in each location so there are 2 of the weapons per location, for a total of 4.

    [​IMG]Duplicate 2 per side by NOKYARD, on Flickr

    Custom Weapon Sets

    I will be posting the instructions for making your own Prefabs here in a few days. Until then simply copy the scripts in the existing weapons, keeping in mind that each weapon pool on the map must have a unique Spawn Order.

Discussion

  1. ExTerrestr1al

    ExTerrestr1al Heroic
    Senior Member

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    very well packaged suite of items there!

    I will inspect and see, but there may be a better way t odo the "cleanup" of killed players' Power Ups. Also, I am not sure if you really need those brain zones around the weapons, as the same setup which detects an item being held, can also detect its being picked initially. Not sure which is more efficient...

    Great write-up!
     
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  2. NOKYARD

    NOKYARD GrifballHub
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    We want adjustable safe zones so builders can decide how far to extend the safe zone. For instance the builder of Cold Storage might want to (or not) cover the floor under the Rocket spawn platform in case it's knocked off by a grenade.

    Anyway, the playlist has already published so it's too late to change methods no matter how efficient we can get the code.
     
  3. HeX Reapers

    HeX Reapers ONI Agent

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    If there are any other static weapons I'd want from this it'd be Plasma Pistol (90), Sentinel Beam (90), x1 Splinter (90), and Damage Boost (180). It's great that we have this now, shout out to anyone who worked on this.
     
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  4. NOKYARD

    NOKYARD GrifballHub
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    If anyone makes more prefabs based on this let me know and i will add them.
     
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  5. HeX Reapers

    HeX Reapers ONI Agent

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    @NOKYARD Are my weapons not supposed to appear at the start of the match?
     
  6. NOKYARD

    NOKYARD GrifballHub
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    @HeX Reapers

    They are. Make sure you have only 1 of the main brain prefab, and no duplicate spawn orders on the weapons.

    Can you describe exactly which prefabs you placed?
     
  7. HeX Reapers

    HeX Reapers ONI Agent

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    I do have 1 main brain prefab. I've placed a 120 camo and a 180 relic sword. I have not touched the spawn orders though.

    EDIT: Camo and OS on my other maps work fine, weapons work too they just don't spawn at the beginning of the match.
     
    #8 HeX Reapers, Nov 4, 2017
    Last edited: Nov 5, 2017
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  8. NOKYARD

    NOKYARD GrifballHub
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    I might have broke something. Checking now.

    [edit] i did mess up the Relic Sword but it's only the timing which is incorrect. Can you link your map please, and do you have any other scripts on the map which might be colliding?

    [edit2] I fixed the Relic Sword 150 and 180. 120 was fine. If you placed these weapons you should grab a fresh copy.
     
    #9 NOKYARD, Nov 5, 2017
    Last edited: Nov 5, 2017
  9. HeX Reapers

    HeX Reapers ONI Agent

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    I'll try doing it again. As far as other weapons go I don't think I have anything that conflicts. I changed some stronghold scripts but I doubt that has anything to do with it.

    I'll have to test it but I've been trying to put labels on things to appear in certain gametypes, and it's worked with the power ups. Maybe I'm not doing it right with the weapons.
     
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  10. NOKYARD

    NOKYARD GrifballHub
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    That's likely it. When you select a group of items, and some have different labels, the existing labels can be overwritten. You have to ungroup the weapons, select all 4 in each pool, then add your new labels, keeping 'sierra' as the first label.
     
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  11. HeX Reapers

    HeX Reapers ONI Agent

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    So I shouldn't touch the brain-boundary?
     
  12. NOKYARD

    NOKYARD GrifballHub
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    correct
     
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  13. HeX Reapers

    HeX Reapers ONI Agent

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    Everything's working now, thanks Nok. :)
     
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  14. NOKYARD

    NOKYARD GrifballHub
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    woo hoo
     
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  15. NOKYARD

    NOKYARD GrifballHub
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    NOKYARD updated Static Timed Weapons & Powerups with a new update entry:

    New weapons and timers

    Read the rest of this update entry...
     
  16. NOKYARD

    NOKYARD GrifballHub
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    NOKYARD updated Static Timed Weapons & Powerups with a new update entry:

    Prefab Simplification

    Read the rest of this update entry...
     

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