Halo: The Master Chief Collection

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Cantaloupe0

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givdlpls

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The following will tell you all you need to know about my firefight gametype. Read carefully.

This version of the gametype is 8.4. Check this link for a newer version and for the example maps: http://bit.ly/MCCFFGT
I have added one more feature for 8.3. A way to deactivate or activate respawn zones on waves.
8.3 fixes:
likely fixed rare case where spartans won't become monitors on death.
blue team wave_reqs will wait for elites to spawn again.
8.4 fixes:
probably fixed spartans not getting points for killing elites.

Place gametype .bin in C:\Program Files (x86)\Steam\steamapps\common\Halo The Master Chief Collection\haloreach\game_variants
maps go into C:\Program Files (x86)\Steam\steamapps\common\Halo The Master Chief Collection\haloreach\map_variants

The boneyard map is more complete than the breakpoint map. Feel free to edit the maps to improve them.

This gametype attempts to recreate firefight but for PVP in custom games. Elite ranks have the same health values to legendary firefight. However, you can change this in game specific options. I added many different options for you to make your firefight anything you want. This gametype is great for minigames as you can delete objects or make objects appear on specific waves. I can't wait for someone to forge a map that you need to kill elites to progress to the next area.

To change spartan starting weapons, goto the weapons and vehicles section of the gametype. Or change tier 1 spartan loadouts.

label: wave_req:
put this label on a weapon, vehicle or any object you want to make appear during a specific wave. It will also have a waypoint that displays what object it is if you allow it to.
spawn sequence = wave you want the object to appear in.
team = team determines who can see the waypoint. red or orange = Spartans | blue or purple = elites.
side note: neutral will display for nobody. if set to blue team the object will wait for the initial elites of the wave to spawn. If set to green team the object will never get deleted overtime, even if someone never picked up the req. (This is good for platforms you want to make appear but not disappear (you only need to use this if you are using the req deletion option in game settings))
orange team = the object will never be deleted overtime and have a visible waypoint to spartans
purple team = the object will never be deleted overtime and have a visible waypoint to elites


label: specate_spawn
This is where spectators will spawn. Label a hill marker with this. If one is not on your map, monitors will spawn wherever spartans die.

label: ff_s_addon
Any ff_squad weapon within the boundary of any ff_s_addon weapon will have the ff_s_addon weapon added to the squad. Armor abilities, weapons and grenades work. You can even use this to give squads more than 2 weapons.


label: ff_squad:
Put this label on a weapon you want a squad to spawn with. The squad will spawn centered at the weapons location. The rotation of the weapon will determine where the squad is facing.
Its best to take a look at the example map to fully understand.

spawn sequence specifies what type of squad will spawn here.
View the squad types text file to see all the values you can use.

I use the objects boundary to allow the gametype to understand what wave squads are for.
Simply set the boundary to cylinder, with a radius of 1. Now the bottom length of the boundary will control what wave the squad is for. For example, 0.1 is wave 1 and 0.2 is wave 2 etc..

team determines the order the squad will spawn in. It goes from red team through neutral team. RED = FIRST, NEUTRAL = LAST.
So for example, you want to ensure elite generals are spawned in first before anything else. Set the team of the weapon for the generals to red. Then set the team of other weapons to blue. or green etc.
Make sure you forge your waves with a 16 player game in mind. If your map is designed for 5 spartans, make sure to have enough squads available for 11 elite players to spawn on.

There is no limit on how many squads you can put in a wave. The game will just keep calling reinforcements until they are all used up.
Its also okay to give squads the same team. This functionality is mostly for you to control what squads will later be used for reinforcements. So if you have enough squads for exactly 11 players, give those squads red team. Then you can set squads you want to be used for reinforcements to blue team.


VERY IMPORTANT: make sure to put a single hill marker on your map with the wave_req label and a spawn sequence of -1. Put it somewhere players can't really get to. It must be a hill marker.
This is where the game will store reqs that will appear in a later wave. The reqs will be invisible so its okay to put this in the sky or something.

label: del_on_wave
objects with this label will be deleted if the current wave is greater than or equal to its spawn sequence.

label: del_in_bound
anything within the boundary of this object will be deleted once at the start of the game. Useful for removing objects that can't be deleted in forge.
For example, you can remove the teleporter frames on highlands with this. Or the spire gravity lifts.

label: <=mod_resp_z
sets a respawn zone active or inactive if its spawn sequence is less than or equal to the current wave. (negative spawn sequences are multiplied by -1)
If the spawn sequence is positive, the respawn zone will be come active if the conditions above are met.
If the spawn sequence is negative, the respawn zone will become inactive if the conditions above are met.

label: =mod_resp_z
sets a respawn zone active or inactive if its spawn sequence is equal to the current wave. (negative spawn sequences are multiplied by -1)
If the spawn sequence is positive, the respawn zone will become active if the conditions above are met.
If the spawn sequence is negative, the respawn zone will become inactive if the conditions above are met.