Here’s some work I’ve put in for the first time in Halo 5’s Forge. This is taking the concept of Generator Defense from Halo Reach, and throwing it into an 8v8 environment. This gametype has TONS of potential, but I need the community to test this out for me and give me feedback!
Google Doc Spreadsheet of Scripting Included
There are a total of 7 things that can be downloaded, although a minimum of 3 are required. 5 is standard. The objects can be found here. Make sure you grab ALL 5 Generator prefabs, the Switch/Brain prefab, and the gametype!
The gametype is simple: Attackers attack Generators, while the Defenders…well, defend them from being destroyed. The current setup has a switch for each generator that can “Secure” it so it will be mostly invulnerable to damage (through normal means). To set up the gametype, you must have the Brain Script (located with my Switches prefab), and at LEAST 1 generator. You will also need my Gametype for the game mode as it takes advantage of a few minute player trait alterations to help with generator “boarding.”
Depending on the amount of generators used, you will need to changed 1 specific value in the brain script. For each generator used, you must multiply the Global Foxtrot variable check by 4. So if you use 5 generators, you need to have the game check for Global Foxtrot = 20. 3 generators = Global Foxtrot 12, etc. This is for the scoring mechanic. The default to use, is probably 3 Generators at once, as 5 really cuts into the FX limit (Each generator is about 23% FX limit total). Plus, due to the size, its easier to spread 3 out instead of 5, and would help alleviate any issues with object-spawning and script problems.
The Generators are comprised of 4 Anti-Air Wraiths entwined at 90 degree angles for the shape. Each Generator has a Switch, and each switch activates a Projectile Blocker around the generator, with a nice little FX to boot for viewing fidelity, as well as a waypoint to indicate so. Sound effects-a-plenty, although not overused. There’s also 2 invisible objects tied to each generator for waypoints and scripting behavior, and a bouncy gravity slider to deter players from coming into contact with the generator. Each of these things together comprises a “group.” 5 generators means 5 groups total, and each is tied to a Mini-Game Object label so you can place all 5, but choose which ones actually spawn and are used via the Lobby Option menu.
Again, this is a TEST from the community! I’m looking for constructive feedback, and bug problems so I am able to investigate! Thank you, Forge Hub Community!