Halo: The Master Chief Collection

Halo: The Master Chief Collection

Beachhead AI Mayhem | Endless AI War
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III AVIATOR III  [developer] Jun 8, 2023 @ 4:33pm
Weapon and Vehicle Locations - and How the System Works
Beachhead AI Mayhem features a similar system to my Hemorrhage mod. There are weapons and vehicles placed ready for use by players. The system is controlled by scripts that I set up to manage them. Weapons will be respawned every approximately 5 minutes, and need to be laying idle out of the player or an AI's hand to qualify for reset. They can also qualify by having their ammo completely drained, and the weapon de-spawned. Vehicles work in a similar fashion. They either need to be sitting empty, or completely destroyed to qualify for a repair/reset. This occurs approximately every 8 minutes. If the player/AI is holding a pickup weapon, or is inside a placed vehicle, it will be skipped until the next refresh period occurs. The code will re-attempt to reset these items again during the next period.

UNSC Side:

Weapons:

1x Rocket Launcher - UNSC rear area, on a park bench.
1x Spartan Laser - UNSC rear area, on a park bench.
1x DMR - UNSC rear, opposite the RL/SL.
1x Ammo Crate - UNSC rear next to RL/SL/DMR.
1x Shotgun - Next to UNSC water inlet, leaning up against a rock.
2x DMR - Up against a fixture near the rear of the UNSC stage.
1x Sniper Rifle - Near the old Warthog spawn.
1x Magnum - On the side of a garden on the UNSC side of the bridge.
1x Ammo Crate - Near the DMR’s closest to the bridge.
2x Assault Rifle - Center part of the map, on the side facing the UNSC base.
1x Grenade Launcher - In between the Assault Rifles in the map’s center.
1x DMR - On the floor above the Sniper Rifle, leaning up against a green sign.
1x Rocket Launcher - Inside the 3 floor structure, top floor facing the UNSC side.

Vehicles:

1x Chaingun Warthog - On the side of the UNSC inlet.
1x Troop Warthog - On the side of the UNSC inlet.
1x Mongoose - Near the Marine dropoff point.
1x Mongoose - Near the UNSC shoreline, below the stage.

Health:

1x - Near the rear of the UNSC base, next to the RL/SL spawns.
1x - Next to the Sniper Rifle in the old Warthog spawn location.
1x - UNSC bridge side, interior near the Magnum.
1x - UNSC bridge side, facing the water inlet.



Covenant Side:

Weapons:

1x Fuel Rod Cannon - Covenant rear area, sitting on a park bench.
1x Plasma Launcher - Covenant rear area, sitting on a park bench.
1x Needler - Opposite of the FRC/PL.
2x Needle Rifle - Near the Covenant side entrance to the central bridge.
1x Plasma Pistol - On top of a garbage container near the Needle Rifles.
1x Energy Sword - Near a park bench and tree close to the Covenant waterfront.
1x Plasma Rifle - Near a park bench and tree close to the Covenant waterfront.
1x Gravity Hammer - Center of the bridge.
1x Focus Rifle - Near the northern 3 floored structure, on a rock next to a crate.
1x Needle Rifle - Northern structure level 2, close to a comms antenna.
1x Fuel Rod Cannon - North central structure 3rd floor, on the Covenant facing side.
2x Plasma Repeater - Center of the map, adjacent from the 2x UNSC AR’s.
1x Needler - Center of the map, adjacent from the Grenade Launcher.
1x Plasma Rifle - Near the old initial spawn point of the map.

Vehicles:

2x Ghost - Covenant side rear, near the Grunt drop point.
1x Revenant - Adjacent from the Ghosts spawn.
Last edited by III AVIATOR III; Jun 8, 2023 @ 4:35pm
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Showing 1-4 of 4 comments
SamB Jun 10, 2023 @ 6:17am 
Great mod!

Relating to your info on how the system works, is that also the case for the AI waves? I've noticed there being seemingly varying times before groups are respawned, which sometimes resulted in some brief downtime between fights.

I am assuming in those cases it had skipped a respawn shortly before the last units died, so had a bit of a wait until the next respawn cycle.
III AVIATOR III  [developer] Jun 11, 2023 @ 6:41pm 
Originally posted by ShadowSurgeGaming:
Great mod!

Relating to your info on how the system works, is that also the case for the AI waves? I've noticed there being seemingly varying times before groups are respawned, which sometimes resulted in some brief downtime between fights.

I am assuming in those cases it had skipped a respawn shortly before the last units died, so had a bit of a wait until the next respawn cycle.
The AI waves function differently on their own independent code. The script constantly analyzes how many AI's are left from each squad. Once a squad reaches zero, a cooldown timer starts. When that time elapses, I have the code create a new dropship, load it up with AI, and then fly them in via a route I set up. The timers are mainly there to make sure there aren't too many AI present on map at once. It takes quite a bit of time to fine tune it all, but the result is good in the end!
SamB Jun 12, 2023 @ 12:07pm 
Originally posted by III AVIATOR III:
Originally posted by ShadowSurgeGaming:
Great mod!

Relating to your info on how the system works, is that also the case for the AI waves? I've noticed there being seemingly varying times before groups are respawned, which sometimes resulted in some brief downtime between fights.

I am assuming in those cases it had skipped a respawn shortly before the last units died, so had a bit of a wait until the next respawn cycle.
The AI waves function differently on their own independent code. The script constantly analyzes how many AI's are left from each squad. Once a squad reaches zero, a cooldown timer starts. When that time elapses, I have the code create a new dropship, load it up with AI, and then fly them in via a route I set up. The timers are mainly there to make sure there aren't too many AI present on map at once. It takes quite a bit of time to fine tune it all, but the result is good in the end!

Thanks for the response, that is quite impressive!

Do you have any plans to add or change aspects of the mod?

Depending how complicated it is I would love to see the number of bullfrogs increased and (if possible) have them utilise their jump packs more often
III AVIATOR III  [developer] Jun 12, 2023 @ 3:17pm 
Originally posted by ShadowSurgeGaming:
Originally posted by III AVIATOR III:
-

Thanks for the response, that is quite impressive!

Do you have any plans to add or change aspects of the mod?

Depending how complicated it is I would love to see the number of bullfrogs increased and (if possible) have them utilise their jump packs more often
Yes, I’ll definitely be adjusting things over time as I find areas that need revising. I’ll also be looking out for feedback from the players to help with my decision making on what needs improvement/changes. So I appreciate your feedback brother!
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