Would anyone be able to tell me what the error "Cannot assign to a string literal" means? I don't know what is causing it as I have the same code set up for various other gamemodes. If someone can just clarify what exactly it is pointing out would be a big help. IE. I somehow am trying to assign a string or something and I cannot see it.
Hello Mister, I noticed in Reach Wezr tag, there are some new skulls including Halo 2 skulls, do you think, you will be able to include them in the variant editor for firefight, or it won't be possible to do it...
If the file format for Firefight has been extended to support extra bits for extra skulls (or if it had some bits to spare beforehand), then this would be technically feasible. Unfortunately, my spare time is entirely occupied by a long-term modding project for another game, and will be for the next few months at the very least.
Hey David, amazing tool you created, I've been spending a great deal of time learning how to use it. One thing however has utterly stumped me, despite all the relevant info I have found on the matter (I'm a total newbie but I do my best). I'm trying to make a haloball-derivative with 4 teams, each team having a max of 4 players. I tried setting it up so that every 4 players that join all get placed into different teams automatically. I.e. team[0] automatically conscripts players 0, 4, 8 and 12, team[1] automatically conscripts players 1, 5, 9, and 13, team[2] automatically conscripts players 2, 6, 10, and 14, and team[3] automatically conscripts players 3, 7, 11, and 15, whenever they join the server (essentially team assignment rotates for every new player). Looking at the way infection games are coded, the script seems pretty straight forward about transferring a player from team[0] to team[1] when becoming a zombie. I'm using the same sort of code block but it has no effect, and the game defaults to assigning players to 2 teams only as haloball usually goes.
As a very simple test I tried this:
for each player do if current_player.team != team[3] then current_player.team = team[3] end end
This had no result, then I thought maybe the player needs to be forced to respawn before a team change:
for each player do if current_player.team != team[3] then current_player.team = team[3] current_player.biped.kill(false) end end
This resulted in and endless loop of dying immediately upon spawning, never actually changing teams. The map is set up to having spawn points for all 4 teams.
Is the sort of team assignment I'm after possible? Thank you.
It's also worth noting that map tags don't have much bearing on what game variant files are capable of (unless ODST does something like Halo 3's map variants where you can literally just reference raw map tags by name). In practice, I'd have to decode the ODST file format (not strictly impossible) and then write all the code (backend and UI) to work with it.
I'm currently doing a fairly large-scale rebuild of RVT under the hood. This rebuild will address some issues with code organization that currently make it impractical to add support for multiple games. However, that still leaves the obstacles of time and effort -- the former more pressing than the latter.
David, could you add more settings to the firefight like Assembly shows for "Wezr" tag, Like apparently there is an Assassin skull available but you didn't set for your tool ?
Added to the bug tracker as something I should investigate. I'm currently doing a fairly large-scale rebuild of RVT under the hood, but hopefully I'll remember to get to this.
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As a very simple test I tried this:
for each player do
if current_player.team != team[3] then
current_player.team = team[3]
end
end
This had no result, then I thought maybe the player needs to be forced to respawn before a team change:
for each player do
if current_player.team != team[3] then
current_player.team = team[3]
current_player.biped.kill(false)
end
end
This resulted in and endless loop of dying immediately upon spawning, never actually changing teams. The map is set up to having spawn points for all 4 teams.
Is the sort of team assignment I'm after possible? Thank you.
It's also worth noting that map tags don't have much bearing on what game variant files are capable of (unless ODST does something like Halo 3's map variants where you can literally just reference raw map tags by name). In practice, I'd have to decode the ODST file format (not strictly impossible) and then write all the code (backend and UI) to work with it.
I'm currently doing a fairly large-scale rebuild of RVT under the hood. This rebuild will address some issues with code organization that currently make it impractical to add support for multiple games. However, that still leaves the obstacles of time and effort -- the former more pressing than the latter.