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Games:Halo 5: Guardians/Forge/Scripting/5. Scripting Gameplay Elements
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==Scripting Players== ===Detecting Players=== Spartans have a location that acts similarly to the point of origin on objects, which must pass a boundary to be detected. You can make tiny boundaries on weapons and some vehicles that are very unlikely to be triggered by anyone unless they are using them. Following is the player Spartan location detection point/height to 2 decimal places: Standing: 3.62 Crouched: 2.50 ===Accessing Player Channel Numbers and Game Values=== The ONLY place to retrieve PLAYER CHANNEL NUMBERS & GAME VALUES is from Number Change, Score Change, or Spawn Order Change, but only if the condition defines ACTIVATOR so the option Object=ACTIVATOR appears Learn more and see examples [https://docs.google.com/spreadsheets/d/1F2HXu2leVLCxWc07A-XDBJfHndUNZ6vU_UUFtxpVSQ4/edit#gid=1065545573 https://docs.google.com/spreadsheets/d/1F2HXu2leVLCxWc07A-XDBJfHndUNZ6vU_UUFtxpVSQ4/edit#gid=1065545573]. ===Game Settings Options List=== *Shield/Health Percentage *Shield/Health Recharge Speed *Shield/Health Recharge Wait Time *Shield/Health Vampirism *Damage Resistance *Deathless keeps players from dying but doesn't stop them from taking damage until they have no shields or health *Sheild HUD Visibility, Shield Effects, Damage Indicators ===Shields and Health=== *The Damage Ratio script damages health not shields *The Damage Ratio script action does reset both the player shields and health regen wait timers (confirmed for Forge, need to confirm for Customs) *There doesn't seem to be a way to add shields or health back using scripting *There doesn't seem to be a way to keep health level using only Damage Ratio without reset the regen timers *To read player shields and health (also number values), use a condition that has ACTIVATOR or EXTRA mods (Number Check, Boundary Check, Interacted, Message Send, Power Set) and read the values from the Number or Game Value options of Number/Score/Spawn-Order Check ===Scripts on Players Leaving, Joining=== *Player numbers are retained if you exit a match and return before it ends. *This can be cleaned up in the first 4sec of quitting the match, but that is hard to detect specifically. *First() of a player is seemingly retained if you leave and rejoin as well. *The second player in the mod list would be considered "first" until the original first shows back up in the mods list, at which time they appear to always win. *BUT if both players die and original "first" has no bodies on the map, the second player will be considered first until their bodies are cleared from the map, even if the original "first" has respawned. ===Scripts and Spartan Dead Bodies=== *Conditions like Boundary Check and Number Check generally treat dead Spartans the same as live ones *Actions such as Move:Offset can use the Dead[exclude/include] mod filters to either target the live or dead copy of a Spartan after filtering the Spartan by using a unique label added to the player or a unique value assigned to their alpha channel number (using the Number mods) *Living Spartans and bodies/ragdolls are separate objects on the map. A player can have 0-1 Spartan and 0-3 bodies on the map at one time, so their player object count can total 0-4. *The Players [add] mod will add all Spartans and bodies *The Dead [exclude] mod filters out bodies and <span style="text-decoration: underline;">can reliably tell us which players are currently alive/spawned</span> *The Dead [include] mod filters out living Spartans and can reliably select only bodies... However, it <span style="text-decoration: underline;">can't tell us which players are still dead</span> since bodies can still be on the map after players respawn. *<span style="text-decoration: underline;">A simple technique to mark players that are dead and haven't respawned</span> is to use a label or player number channel to: 1οΈβ£ mark bodies using Players[add], Dead[include] then 2οΈβ£ remove that label or number from respawned players using Players[add], Dead[exclude]. This works because labels & numbers are shared between a player's Spartan and bodies. *Scripts with a Number Check condition for Player Numbers define/populate the EXTRA mod, but EXTRA will not return dead bodies, only live ones (Player Numbers can be changed by selecting bodies & the Number Check condition does trigger, but EXTRA doesn't select players who aren't currently spawned) ===Traits Using Percentages=== *The settings that are represented with percentages seem to be multiplied with each other when applied to players, default settings x more specific category or trait *Toastman found a glitch where some of the % settings were multiplied repeatedly when using Trait: Add with a repeating Timer Check condition *Damage % changes seem to apply to the weapon so they affect the damage done to players and objects Learn more about reading player info [https://docs.google.com/spreadsheets/d/1F2HXu2leVLCxWc07A-XDBJfHndUNZ6vU_UUFtxpVSQ4/edit#gid=1065545573 https://docs.google.com/spreadsheets/d/1F2HXu2leVLCxWc07A-XDBJfHndUNZ6vU_UUFtxpVSQ4/edit#gid=1065545573].
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