Could you recreate the "Headhunter" game type with scripting nodes?

I loved Headhunter as a wacky, Action Sack, Social game type.
…just such a recipe for epic plays and monumental disasters…ah.

Anyway, given the narrow scope of existing game types to choose from, and how none of them happen to be “Headhunter”, could anyone somewhat familiar with the Node system confirm or deny the viability of just recreating the game parameters using nodes?
Perhaps starting with Oddball, and then making tweaks?

It’s the one I thought I might tackle first. Just to get the feel for scripting.

Loved that game type.

And it looks very doable with node scripting.

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A big part of headhunter is to go collect the heads and deposit them. Of course, I don’t know how Forge works, but it might need to be a bit dumbed down where you don’t go collect the “token”. Maybe someone will figure out a way to spawn a skull or something upon death, then it is automatically picked up when within 0.5m. If scripting is as powerful as everyone is claiming, I think it could be possible, but it will probably be beyond me.

I’ve been thinking about ways to do it. I’m going to try and use zones and area monitors. Scripting is event based so you can act on a player entering a zone (skull zone or scoring zone).

For the skulls. Add 50 or so of them to the map. Shrink them to size.

Add all the skulls to an object list and create a variable to point at the next skull. You can cycle through the skulls with pointer = (pointer + 1) MOD 50.

Now do the same thing with 50 zones. Add an area monitor to each zone (will probably be very tedious).

At the beginning of the game despawn all the skulls and zones.

On a players death; for each point they are carrying - advance the pointer and spawn the next skull at x,y,z and throw it in the air in a random direction. Set a timer to despawn the skull if it’s not picked up in time.

On each script cycle loop through each skull and if they are spawned on the map then move their zone to the same x,y,z. This allows the skulls to be moved with grenades etc. Fingers crossed we can actually attach the zones to the skulls - but otherwise we will need to script them to follow.

Now because each skull has a zone / area monitor - if the object that enters is a player then add one point to the player. Despawn the skull off the map. Play a sound etc.

And finally for the scoring zone - also add an area monitor. If a player enters then check to see if they have skulls and score them appropriately.

Of course it’s going to be much harder than that. But it will be a lot of fun trying to figure it out.

:exploding_head:

I wonder if the scripting will make it possible for players to “carry points” though.

In any case, godspeed.

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You can create variables and give them player scope.

So if you have a variable called “skulls_carried” then every player has their own variable called “skulls_carried”.

The on death event gives you a reference to the both the killer and the victim. So you can use the victim reference to look up the value for their “skulls_carried”.

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I am…very excited about this.
The possibilities…

Just the likelihood that 20 people are probably gonna cook up their own version…and they will all be searchable…
…and the community will judge them all on their individual merits, and a “Best One” will ultimately rise to the top…

My head is swimming.