1 Flag - A Comprehensive Tutorial

Discussion in 'Halo and Forge Discussion' started by NOKYARD, May 8, 2019.

  1. NOKYARD

    NOKYARD GrifballHub
    Cartographer Forge Critic Senior Member

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    I am presently editing and updating this tut. Check back later for updates.

    1 Flag is an asymmetrical CTF variant where teams take turns attempting to score. Typically, there are four 3 minute rounds with 1 minute of sudden-death overtime.

    Game Mode. 1 Flag CTF

    Red Team defends from Red Base in Round #1.
    Blue Team defends from Red Base in Round #2.

    This mode is a heavily scripted version of the built-in CTF mode so it includes most of the regular game play features like Sound FX, Voice Overs, and mode-specific features like the Flag Carrier Spotted nav point, and Team coloured Flags. As such, users are able to adjust all the regular Game Mode Options like Time Limit, Overtime Duration, Rounds To Win (this mode supports up to 10 rounds), Carrier Traits, Flagnum Type, Flag Return Time, etc.

    Sudden Death Overtime is triggered if the Flag is off the flag stand at the end of regulation time, either away or dropped. Returning the Flag during Sudden Death Overtime will end the round.

    For the purpose of this tutorial Red Base is the Defenders base. Blue Base is the Attackers base. I may be using the terms interchangeably.

    All scripts and development by: CaptainPunch374, ExTerrestr1al, Yumudas Beegbut.
    Project Lead: NOKYARD

    Prefab:
    1F Control Panel
    You may also retrieve the prefabs while forging by doing a Custom Search by Tag and adding the "1flag" or "oneflag" Tag.

    This version of 1 Flag requires a separate map file since the mode will interfere with other game modes. Future iterations may allow placement on regular maps but for now you will have to 'Save As...' to a new file, "[Map Name] 1 Flag". This mode typically requires a unique set of placed weapons and vehicles to match the one-sided game play so a distinct version may be required anyway. The mode adds around 70 new Forge items so maps with high piece counts will have to be pared down to make room.

    Map preparation:
    Remove all non-essential game play items like Stronghold Terminals & Bomb plates, Team 3 to Team 8 items like Flags and Spawns, Cameras for other modes, FFA Initial Spawn Points, Weapons for other modes. Note the Flag positions for each base and delete all Flag Stands.

    If your map contains scripts it's best to check to see if they will interfere with the 1 Flag scripts. Check the post below the tutorial for a list of the Labels, Channels etc. to avoid.

    Change all remaining Initial Spawn Points (recommend 8 in each base) to Team NEUTRAL and be sure they contain no Labels. Check to be sure there are no Initial Spawn Points outside of the two bases.

    You will be adding new Respawn Zones but note the position and dimensions of your existing zones (using screen shots) to make adding the new ones easier, then delete all Respawn Zones.

    Remove or move any Reapawn Points which are in the general vicinity of either Flag Stands since you don't want players spawning too close to the flags. Remove any Respawn Points from the Defenders Base which are against the back wall or well behind the Flag as spawning too far back while your flag has been pulled may be frustrating to players.

    There are no 'Flag Away' Respawn Zones in this mode so be thoughtful of Respawn placement. Regular map Respawn Points should generally face the opposing team's base to aide in orientation.

    If your map features vehicles you should consider removing all but 1 or 2 Warthogs/ Mongoose to start, but let testing decide the final vehicle set. Vehicles like Ghosts, Wraiths, and flying vehicles may be OP for 1 Flag.

    Set your CTF cameras. Our Prefabs contain 'dummy' Flag Stands and a 'dummy' Red Flag solely for the purpose of displaying flag/capture positions in the Intro Cam sequence. These delete themselves right before the players spawn.

    Spawn the '1F Control Panel' prefab and place against a wall in a central position. Do not Ungroup the prefab. The prefab will be invisible in-game.

    [​IMG]1 Flag Control Panel by NOKYARD, on Flickr


    Prefabs:
    1F Red Flag
    1F Blue Flag

    In Red Base spawn the Red Flag prefab. Before you place the flags they require a bit of manipulation to ensure proper placement, so read the following and follow the instructions carefully.

    Ungroup the Flag prefab but do not deselect. Note: If you occidentally release the group simply regroup making sure you select all pieces. The Red prefab contains 5 pieces consisting of, 3 Flag Stands, 1 'dummy' Flag explained in the previous section, and 1 Joint Ball at the very center. The Blue prefab contains 4 items since it does not require a dummy flag.

    Press X, then Object Properties.

    Scroll down to Position. Ensure there is a numerical value for X, Y, & Z. If a value states "Mixed" select that value and press Left on the D-Pad to apply a value. This ensures all objects share the exact positional value.

    Scroll down to Rotation. Ensure there is a numerical value for Yaw, Pitch, & Roll. If a value states "Mixed" select that value and press Left on the D-Pad to apply a value (or select " {Reset} "). This ensures all objects share the exact rotational value.

    Group the Flag items.

    Place the Flag item group in Red Base.

    Once you are satisfied with the position Ungroup the Flag items.

    Press Left Trigger+ D-Pad Left (or Right) until the Movement Snap is set to "0.001' Z-Fight Fixer".

    At the very center of the Flag Stand there is a slightly hidden item called 'Joint Constraint Advanced Ball'. Select this item. Press X then Object Properties. Scroll down to Position and note the Z value including decimal places.

    [​IMG]209 by NOKYARD, on Flickr

    The Joint Ball needs to be moved upwards by EXACTLY 11 units. With Ball item selected
    press X, then Object Properties/Position and move the item up 11.0 units by tapping the Left D-Pad 110 times (or use your math skills).

    [​IMG]198 by NOKYARD, on Flickr

    Repeat for Blue Base.

    [​IMG]1 Flag Red Flag by NOKYARD, on Flickr


    Prefabs:
    1F Red Hidden
    1F Blue Hidden



    In order for 1 Flag to have only ONE Flag on the field we have to provide a hiding spot for the extra flag, and for the other scripted gizmos which strip the hidden flag of it's Nav Point. These items should be in close proximity to the Flag Stands to ensure proper function, yet out of the players way so they don't interfere with game play. It may be best to view the included video for this portion but here's the text description for reference.

    Spawn and Ungroup the prefab.

    VERY IMPORTANT - Select the Scripting Brain, then the Timed Kill Volume, in that specific order. Group, then WELD them. Verify that the Scripting Brain is the Parent object of the Weld. The mode will not function without this step. If multiple flags show in testing this is likely the cause.

    Select the brightly coloured Cylinder and the KillBrain contraption and hide them within 64' of the Flag Stands. I have provided a Pipe and Cylinder as hiding spots for maps without the necessary geometry.

    It is important for the bottom of the Timed Kill Volume hill to be on solid ground so either place it above a floor, or align the provided Cylinder (NOT the brightly coloured one) with the base of the Kill Volume's hill, within the Pipe.

    The hidden Flags will be moved to the brightly coloured Cylinder so ensure the tube is high enough so the hidden Flag does not show. You must leave room for the hidden Flag Stand item within your geometry or the provided Pipe, but the Flag & Pole itself may be hidden within existing geometry since they are not solid objects.

    Examples:
    [​IMG]Scavenger by NOKYARD, on Flickr

    [​IMG]Redline Red by NOKYARD, on Flickr

    [​IMG]Redline Blue by NOKYARD, on Flickr

    [​IMG]Voyager by NOKYARD, on Flickr
    [​IMG]1 Flag Red Hidden by NOKYARD, on Flickr


    Prefabs:
    1F Red Spawn Zones
    1F Blue Spawn Zones
    Game Modes:
    1 Flag - Four 3 minute Rounds, 1 Minute Sudden Death Overtime
    1 Flag Test - Ten 1 minute Rounds, 1 Minute Sudden Death Overtime

    The most efficient way to apply the Respawn items is to spawn both 1F Red and 1F Blue prefabs in the vicinity of their bases, then alternate the following steps back and forth between bases. The prefabs are quite large so you may need to leave the play space in order to spawn them.

    Each prefab consists of Red and Blue Script Brains who's function is to control which team spawns at which base therefore, each base will contain both Attacker and Defender zones. Each base has Red and Blue Initial Zones (small hill), and Red and Blue Respawn Zones (large Hill). The Red and Blue Initial zones will cover the Initial Spawns, and the Respawn Zones will cover their half of the map.

    Initial Spawn and Zones:

    Start at Red Base.

    Ungroup the prefab.

    You may use your existing Initial Spawn placement, or use the provided Initial Spawn Points. Either way you should place 8 per base.

    ALL Initial Respawn Points MUST be set to Team NEUTRAL!

    Select both of the smaller respawn Zones (Red and Blue) and completely surround all Initial Spawn Points Make sure the bottom of the hill is set below the lowest Initial Spawn point. This zone controls which team will spawn at which base at the start of the round.

    Select the Red and Blue Script Brains and move them so they are above the zones you just placed (this is simply for convince for when you group them later)

    Repeat the above for Blue Base

    Respawn Zones:

    For the sake of efficiency i suggest setting the Defenders (Red and Blue) and the Attackers (Red and Blue) at the same time since they will likely have the same hill dimensions.

    Place the Defenders Red & Blue Respawn Zones generally near the Defenders Flag Stands.

    Place the Attackers Red & Blue Respawn Zones generally near the Attackers Flag Stands.

    Select ALL 4 Respawn Zones (this is the efficiency part) and Rotate so one of the hill sides is parallel with the center court line of your map.

    Press X, then Object Properties, scroll down to Boundary.

    Adjust the Top so it is approx 10' above the highest Respawn Point on your map (i will explain later)

    Adjust the Bottom so it is well below the lowest Respawn Point on the map. (check both sides of the map as you may have placed one side higher than the other.

    Adjust the Width (or Length depending on orientation) so the zone's hills go well off the sides of your map.

    Adjust the Length (or Width) of the 4 hills until they get very close to intersecting at the center of your map. You may have to adjust the positions and rotation to align this line with the center of your map.

    Be ABSOLUTELY sure all Respawn Points are covered, and that there are no Respawn Points at the center between zones.

    IMPORTANT NOTE: Once these zones are functional ALL Respawn Points on the map are deactivated in Forge Mode due to the zones disabling the Respawn Points for both teams. Once you pass the next section you will not be able to respawn in Forge mode. To avoid this change to Yellow Team while forging.

    Welding the 4 Zone sets:

    Start at Red base.

    Select the Red Script Brain, then the Red Initial Spawn Zone, then the Red Respawn Zone, in that order. Group the 3 items then WELD them. Verify that the Scripting Brain is the Parent object of the Weld.

    Select the Blue Script Brain, then the Blue Initial Spawn Zone, then the Blue Respawn Zone, in that order. Group the 3 items then WELD them. Verify that the Scripting Brain is the Parent object of the Weld.

    Go to Blue Base.

    Select the Red Script Brain, then the Red Initial Spawn Zone, then the Red Respawn Zone, in that order. Group the 3 items then WELD them. Verify that the Scripting Brain is the Parent object of the Weld.

    Select the Blue Script Brain, then the Blue Initial Spawn Zone, then the Blue Respawn Zone, in that order. Group the 3 items then WELD them. Verify that the Scripting Brain is the Parent object of the Weld.

    That's it. You are done! (be sure to save)

    Testing:

    It's best to test with players on both teams since the game will not spawn the flag for teams which are not present. You can, however test the basic functionality of the map playing solo. Load the map and the test game type and start the Custom Game on Red team.

    In Round #1 You will spawn at Red Base and the Red Flag will spawn. Grenade yourself several times to test the Respawn Zone.

    In Round #2 You will spawn at Blue Base and a Red Capture Plate without a Flag will spawn with a diamond Nav point exactly 11 units above the Flag Stand. Grenade yourself several times to test the Respawn Zone. The test variant is 10 rounds so repeat until the end.

    If you spawn at the correct side in each round, and no spare flags appear you should be good to go for a proper test.

    What can possibly go wrong:

    Missing items. Maps with high piece counts may fall prey to a glitch where pieces go missing in (mostly) even numbered rounds. This is a glitch which can affect maps in all round-based games, but can be worse for 1 Flag because it's typically the Control Panel scripts which vanish since they were placed last in your map's build causing 1 Flag to fail in random rounds. The fix is to simply strip away and unnecessary forge pieces, simplify your map and it's ornamentation, and reduce the piece count until the glitch goes away.

    The Grenade Glitch. Little is known about this glitch other than the fact that Grenades and other Explosives cause ZERO damage in some rounds. You may not be able to pick up dropped Grenades. The suspected cause is a high number of invisible pieces like Invisible Blockers but we have seen it happen on The Rig 1 Flag which has very few invisible pieces (that we can see). Follow the above suggestion of reducing the piece count on your map and try to remove as many Invisible Blockers as possible.


    [​IMG]1 Flag Red Spawn Zones by NOKYARD, on Flickr
     
    #1 NOKYARD, May 8, 2019
    Last edited: May 20, 2019
  2. NOKYARD

    NOKYARD GrifballHub
    Cartographer Forge Critic Senior Member

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    1 Flag reserved labels/channels/variables/msgs
    (note, spawn orders do not need to be reserved if you are careful about how you script other scripting, to avoid overlapping with our labels. if you are excluding 1flag labels, you may still be able to use these spawn orders - just be very careful.)

    Labels:
    User Zulu
    Infection Exclude
    Slayer Exclude
    Strongholds Exclude
    Breakout Exclude

    Numbers:
    Team 4 Sierra
    Team 4 Romeo
    Team 4 Oscar
    Team 4 xray
    Team 4 Yankee
    Team 4 Whiskey
    Team 4 Victor
    Global Alpha,echo,foxtrot - for testing displays, could be removed.

    Power Channels:
    Zulu
    yankee
    xray
    whiskey
    victor

    Message Sends:
    Zulu
    yankee
    whiskey
    xray
    victor
     
    #2 NOKYARD, May 8, 2019
    Last edited: May 10, 2019
  3. TheAmazingE 123

    TheAmazingE 123 ONI Agent

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    So does blue team start with the flag and have to get it in. Or do they have to steal it and get it back to base?
     
  4. NOKYARD

    NOKYARD GrifballHub
    Cartographer Forge Critic Senior Member

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    In Round #1 Blue team steals Red Flag from Red Base and returns it to Blue Base to score.

    In Round #2 teams switch sides and Red Team attacks from Blue Base.
     
  5. GrayishPoppy210

    GrayishPoppy210 ONI Agent

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    Do all the name locations switch when the teams switch? If not, I refuse to be impressed by the creation of this game mode...
     
  6. NOKYARD

    NOKYARD GrifballHub
    Cartographer Forge Critic Senior Member

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    Why would they? Just because Blue Team spawns in Red base does not mean the locations have to change names. Red Basement is still the basement of red Base.

    Here's the thing though, you can change the mode so teams are static and the FLAG SWITCHES SIDES PER ROUND.

    [edit] You can also set it up so you defend from Red base TWICE, then switch to Blue base for the next 2 rounds. Are you back to being impressed yet?
     
    #6 NOKYARD, May 24, 2019
    Last edited: May 24, 2019
  7. GrayishPoppy210

    GrayishPoppy210 ONI Agent

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    You never fail to impress me
     
    ExTerrestr1al and NOKYARD like this.
  8. NOKYARD

    NOKYARD GrifballHub
    Cartographer Forge Critic Senior Member

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    Nah, i just did the project lead stuff: outlined the specs, installed the prefabs on the BTB maps, and wrote the tutorial. The scripters CaptainPunch374, ExTerrestr1al, & Yumudas Beegbut did the heavy lifting (and earned the Compass Rose/Olive Helmet in the process).
     
  9. fame28

    fame28 Forgotten Treasure
    Senior Member

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    Can we start a discussion in this thread sharing existing maps that are great for 1 flag to help others get inspirations or someone make a separate thread?

    I say Ivory Tower, Last Resort/Zanzibar, Boardwalk, Longshore and Lockout (2 vs 2) were all fun for 1 flag.

    Anyone think a symmetric, asymmetric map could play well for 1-flag?
     
  10. chief brody 1

    chief brody 1 New Member

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    Ascension (H2), Terminal (H2), Relic/Remnant (H2), High Ground (H3), Ghost Town (H3), and Power House (Reach) are all great 1 Flag Maps, in addition to those you named.
     
    fame28 likes this.
  11. chief brody 1

    chief brody 1 New Member

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    Been working on Ivory Tower 1 Flag. Multiple flags are spawning at both bases and I can't seem to fix it. Please help.

    On another note, I have set up a Zanzi remake (that someone else made) for 1 Flag CTF, and it works great. 1 Flag game modes on asymmetrical maps should've been included with H5 from the beginning. (See Stonetun 1 Flag in my fileshare.)
     
  12. ExTerrestr1al

    ExTerrestr1al Spartan III
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    Hi Brody, please share me or @NOKYARD a map link and perhaps we can spot the issue with the placement of pieces on Ivory for you, or confirm that it should be working.
     
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  13. NOKYARD

    NOKYARD GrifballHub
    Cartographer Forge Critic Senior Member

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    I checked out the map and left @chief brody 1 an XBL msg with instructions.

    Reset Map State
    Delete all the flag clusters.
    Place new Red & Blue flags, doing a Reset Map State after each action (to make sure all items respawn).
     
    #13 NOKYARD, Jul 15, 2019 at 11:02 PM
    Last edited: Jul 15, 2019 at 11:07 PM
    fame28 likes this.

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