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Halo 5 Game Mode Scripting

A collection of my published Game Mode Scripting projects for Halo 5.

I was the game mode scripter responsible for recreating and implementing 1 Flag CTF for this release.

Overviews and close-ups of the mechanics and scripts below.

I was the game mode scripter responsible for recreating and implementing 1 Flag CTF for this release.

Overviews and close-ups of the mechanics and scripts below.

The sequence of events that facilitated 1 Flag CTF inside the sandbox as available in Halo 5 Forge. This visual aide is what was used to determine the ordering of logic.

The [#-#] markers correlate with the same in the scripting documentation.

The sequence of events that facilitated 1 Flag CTF inside the sandbox as available in Halo 5 Forge. This visual aide is what was used to determine the ordering of logic.

The [#-#] markers correlate with the same in the scripting documentation.

1 Flag CTF Scripts documented in an early version the code block format I developed for The Scripter's Guild. 

The Overtime Sudden Death subsection is documented in the way that was common prior to the implementation of the code block format.

1 Flag CTF Scripts documented in an early version the code block format I developed for The Scripter's Guild.

The Overtime Sudden Death subsection is documented in the way that was common prior to the implementation of the code block format.

Context:

'Hidey Hole' is just a hollow space in a wall that players cannot see into.

'KILLBRAIN_WELD' is a Kill Volume welded to a parent object, which allows the Kill Volume to be moved via scripts.

Context:

'Hidey Hole' is just a hollow space in a wall that players cannot see into.

'KILLBRAIN_WELD' is a Kill Volume welded to a parent object, which allows the Kill Volume to be moved via scripts.

Context:

The [#-#] markers correlate with the same in the scripting documentation.

This process plays as quickly as was deemed possible at the beginning of each round.

Context:

The [#-#] markers correlate with the same in the scripting documentation.

This process plays as quickly as was deemed possible at the beginning of each round.

Context:

'Physics Change Trick' refers to changing an object's physics settings solely to update the coordinates that the engine saves as its spawn location. It is normally immediately reverted to the prior physics setting.

Context:

'Physics Change Trick' refers to changing an object's physics settings solely to update the coordinates that the engine saves as its spawn location. It is normally immediately reverted to the prior physics setting.

Context:

With the attacking teams' flag stand at their capture location and their flag now in the Hidey Hole, missing it's waypoint as well, play can begin.

Context:

With the attacking teams' flag stand at their capture location and their flag now in the Hidey Hole, missing it's waypoint as well, play can begin.

Context:

Each column = 1 Forge Object with Scripts' Condition/Action pairs stacked below them.

Red = Condition
Blue = Action

Lines connect Actions with Conditions they trigger.

Further Context:
www.forgehub.com/wiki/scripting/

Context:

Each column = 1 Forge Object with Scripts' Condition/Action pairs stacked below them.

Red = Condition
Blue = Action

Lines connect Actions with Conditions they trigger.

Further Context:
www.forgehub.com/wiki/scripting/

Context:

The left column in the upper half contains scripts 5-7 from the middle column in the previous image, as they did not fit in that close up.

Context:

The left column in the upper half contains scripts 5-7 from the middle column in the previous image, as they did not fit in that close up.

Scripted gameplay elements designed for a 2v2 game mode.

A 'Key' object spawns on the level and can be acquired by coming into contact with it. While in possession of the key, proximity doors will open for you. The key is spent and respawns after 3 uses.

Scripted Game Mode for Halo 5 that was used in their Live Matchmaking Service.

A 'hill' (semi transparent holographic cylinder representing a capture zone) travels a circuit while players fight for control similar to KotH/Strongholds.

Current and final iteration of the Halo 5 Scripting code block format. This is what the 'template'/palette whiteboard that is shared to copy/paste from looks like.

Whiteboard link:
https://miro.com/app/board/o9J_kwsqPdM=/?invite_link_id=33297554510

Current and final iteration of the Halo 5 Scripting code block format. This is what the 'template'/palette whiteboard that is shared to copy/paste from looks like.

Whiteboard link:
https://miro.com/app/board/o9J_kwsqPdM=/?invite_link_id=33297554510

This is the up-to-date version of the game/round controller module I developed and used in a number of projects. The ideas present are iterations on concepts from the Battle Golf and KotH design documents that were provided to ForgeHub to make public.

This is the up-to-date version of the game/round controller module I developed and used in a number of projects. The ideas present are iterations on concepts from the Battle Golf and KotH design documents that were provided to ForgeHub to make public.