WIP: STOCKPILE

Stockpile by Max Extra​
I have had some people come to me asking about my Stockpile game variant and the items to make it work, so I am going to use this thread to help everyone keep track of it and the latest version/changes I would like to implement as well as get feedback from everyone in what they would like to see from it.

Updates go hereWhat is Stockpile
Stockpile is a game variant from Halo Reach that focuses on teams gathering flags that spawn around the map and bringing them back to the team’s base and placing them in a zone to be captured. Players must defend this zone because flags are only captured every minute and during that time players from another team can take the flags out of the zone and deny points.

Features
My version of Stockpile has some features that I believe allows it to stand out and allows for it to work with the current roadblocks and hangups that may inhibit other versions of the game type.

  • Supports team switching - Supports Join-In-Progress - Supports team dropping - Supports random flags - Supports up to four teams - Supports flag confirmation coloringWhat I mean by this is normally when a player swaps teams the way points placed throughout the map will not refresh and would leave some players confused, but not with mine. As players swap teams, join in progress, or drop out of the game the hills and way points around the map will update to keep players looking at what they need to look at. If players drop from the game and a team no longer exists their capture zone will disappear and conversely if a team joins then their capture zone will appear.

I also state that the maps supports random flags and by that I do not mean that any number of flags will spawn at any point on the map. Instead, what I mean is that there are, at the moment, only 10 possible flag spawns throughout the map and that at any one point during the game 4 of them are used. Which four the game chooses is random so to keep the game play moving and having to go to different parts of the map. I have considered upping the number of possible locations to 12 or 16, but I would like some tests with 10 first. I also have considered adding more than four flags to the map at any one point, but I think four is the best because it allows one per team when played with max teams. There is also a bug that if you have over 8 flags on the map, the first 8 flags will have banners on them and anything after that will only be the staff. So use that info how you want.

Simply put flag confirmation coloring means that once a flag has been thrown into a capture zone it will change its colors to match the the team of the capture zone it is in. This is simply available to help you recognize that the capture zone sees the flag and will capture it on the minute.

Scripting
It’s a taken a bit to script this with the new system because I’m just learning it and there are a few moving parts. I am also trying to create it so that the scripts are easy to understand and have enough hooks in them that I can attach updates to the game type as I go (e.g. sounds, extra scoring options that sort of thing.) by only adding in a script brain so that when the game type is updated you don’t have to remove everything and replace it. So for the meantime I am focusing on getting the core game down to as few scripts as possible while also leaving in these hooks.

  • Captures flags every 1 minute on the Minute - Points increment by 1 for each flag in the capture zone including those held/placed by an enemy - Flag carrier traits apply to players holding the flag - Flag way point is invisible to carrier and enemy teams - Enemy flags marked with an orange way point while in their capture zone - Flags not in zones and Flags in your own zones marked with a white way point - Enemy zones say “STEAL” in their team color - Friendly zones say “DEFEND” in their team color
    The game is functional now and completely playable. As I update the prefab I will note it here in the update section of the post and overwrite the previous prefab. This will not change what is on your map so I suggest you follow this thread and figure out when to update it.

Game Type Settings
I have set the game type up to be as straight forward as possible and as close to Halo Reach as I could. It requires you use the Mini Game game type to create due to the nature of having to add a flag carrier trait.

  • 1 Round - 10 points to win - 10 minute game - Alpha player traits modified to lower movement speed of flag carriers to 80%As the game type is updated I will save it to the same file. If you bookmark it, this will automatically update the game type for you.

SET UP
All you need to do to set up the game:

  • Load up the desired map - Import the Stockpile Items prefab - Place and resize ALL the zones near their respective teams initial spawns - Make sure the zone extends in to the ground some for full coverage - Place all ten flags around the map evenly - Select all of the flags and lift them 1 unit (this helps avoid flag object spawn issues) - Place the Script Brains in an easy to find location - Add a red and blue spawn volume to the map - Cover all of red with the blue volume and blue with the red volume - Select both and disable team spawns and ADD the game label Mini-Game: includeAnd thats it. That is all you need to do to get this game underway.

Links:
Game type -> currently Waypoint does not share the mini-game game type, so add me and search my files
Prefab:
https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/forge-object-groups?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=Max%20Extra#ugc_halo-5-guardians_xbox-one_forgeobject_Max%20Extra_8457705e-21c6-443e-9b9a-643ab6fa1588
Example Map:
https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=Max%20Extra#ugc_halo-5-guardians_xbox-one_mapvariant_Max%20Extra_bce17a5e-127b-4246-bbc1-c2b273c5da4a

I was working to recreate my old stockpile racing game.

Now that we can drop loose flags.

Halo 2 anniversary burned me because I made the map not knowing the mode didnt exist.

> 2533274983213185;2:
> I was working to recreate my old stockpile racing game.
>
> Now that we can drop loose flags.
>
> Halo 2 anniversary burned me because I made the map not knowing the mode didnt exist.

Your more than welcome to use my prefab to try to create that :slight_smile: I’m still updating the brains and basic mechanics to fix bugs I found in a my last lobby testing the maps and the game type. Let me know if you need help

> 2533274825961918;1:
> Links:
> Game type -> currently Waypoint does not share the mini-game game type, so add me and search my files
> Prefab:
> Prefab link.
> Example Map:
> example map.

Went ahead and added links in for those lazy people. But awesome, gonna see if I can make a map that supports this.

So realistically I can make this work with any interactive object such as a ball?

> 2533274888753908;5:
> So realistically I can make this work with any interactive object such as a ball?

Yeah, heck you could even make this work for people with some adjustments. Im trying to redo the brains currently so this is easier for others to understand and hopefully will update this soon when that is the case

> 2533274825961918;6:
> > 2533274888753908;5:
> > So realistically I can make this work with any interactive object such as a ball?
>
> Yeah, heck you could even make this work for people with some adjustments. Im trying to redo the brains currently so this is easier for others to understand and hopefully will update this soon when that is the case

I found I have to have the item held while in the stockpile zone. Maybe use an object filter instead to score. I will do some tweaking of my own to see what I can do.
Now to make it score 2 points for a ball and 1 for a flag :slight_smile: doing that today :slight_smile:

Edit: or maybe I’m a dumb–Yoink- and didn’t wait long enough ;D

> 2533274825961918;6:
> > 2533274888753908;5:
> > So realistically I can make this work with any interactive object such as a ball?
>
> Yeah, heck you could even make this work for people with some adjustments. Im trying to redo the brains currently so this is easier for others to understand and hopefully will update this soon when that is the case

I think it’s easy to understand, easier than C++ and C# at least