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Halo Reach Tips and Tricks
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Halo Reach Tips and TricksPosted:

Deaths_Downfall
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Halo Reach Tips and Tricks

*DISCLAIMER* - I claim no right to anything listed below. I did not find any of them. I'm simply putting it out there in one big comprehensive guide to help the community. All owners of anything listed below go to there respective owners.



I. Forge Tips and Tricks
A. Shield Doors


1. Simple Lift
From the image you can see that I have used 3 one way shields. One way doors have a smooth pull on them which pulls things through them. Put multiple one way doors and you have yourself a lift. There are other methods other than gravity lifts to start the process. If you designed it perfectly, you could just walk in and the one way doors would do the work.
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2. Advanced Lift


In a variation of the simple lift, place the shield doors at an angle against a wall as shown in the diagram below. This variation allows larger lifts to be made from fewer, smaller shield doors. It also allows making lifts where the shield door is not visible by embedding the shield door(s) into a wall. The optimal angle for this kind of lift is 5 degrees from vertical. When using one of the large shield doors embedded in the wall, it may not be close enough to affect players near the bottom so you can use multiple shield doors with a small space between them.
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3. Trampoline


One-Way Shield Doors will bounce players who land on top of them (orange side up), but players who hit them with too much speed will actually go through the shield door (partially) in the wrong direction, then be force back out the same side. This effect can be used to build trampolines for surviving high falls.


4. Traps


A shield door merged into a wall floor or ceiling will be invisible but pull players towards it and not release them until they reach the edge of the shield door. This method works for walls to make traps, keep players from jumping, and allow them to hang from the ceiling.



B. Jumping and Falling


1. Jump Pad


A vehicle man cannon must be placed 1.6 units* under the top of the block that the jump pad will be on. Place the vehicle man cannon on the top face of a block that is snapped to coordinates (put the bottom of the cannon perfectly flush on the top of the block) and lower it 1.6 units down. Then do the same with a one way shield door with the orange side facing down but this time only lower it .02 and a half units down. What I do is lower it down .03 units, then raise it a little bit with the bumpers and test until it's working. Pretty simple.

*1.6 is the minimal working height of the jump pad, you may raise it to make it more powerful.

Notes:
Keep all your objects (especially the floor) snapped to coordinates for ease of use.
This can only be done with a One Way Shield Door 2 and 3, as the first one has a huge area of effect compared to the other two.
So far I have only been able to get this to work with a Vehicle Man Cannon.
If you do not put the shield door at the precise height I've specified you'll either be lifted without jumping, or you will be unable to jump and possibly even move, let alone use the jump pad. This won't be apparent in-game, but once you get 3-4 people testing the map, you will be able to see if it's too high or too low as some players won't be able to use it.
To make the jump pad more powerful, simply move the man cannon higher. But, do not move the shield door no matter what or else it will break it.


2. Evade Jump


Evade boosts a player's speed momentarily, but that speed can be retained until the player touches the ground. Giving a player 300% speed and 50% gravity will allow clearing the gulch in one giant bound. The small hills are enough to send the player airborne over most of the distance. To take complete advantage of this, a ramp at ~30 degrees can send the player almost entirely across Forge World. If increasing player speed to 300% is undesirable, using a mancannon to give a player speed before the jump has a similar effect (mancannons have no effect on players traveling at 300% speed). Evade jumps can solve the problem of allowing zombies to cross large areas quickly, speeding up gameplay in large infection maps. WARNING: Such high speeds are difficult to control, and hitting some objects can be fatal.


3. Jetpack Jump


The greatest problem with a jetpack is gaining enough speed to actually go anywhere, and this can easily be solved by a mancannon. Without any changes in traits, a jetpack jump from the ocean in Forge World using a mancannon heavy (angled directly upwards) can reach the flat area above the coliseum.


4. Surviving Falls


Hitting any surface at an angle will negate fall damage because it transfers speed to a horizontal direction so you skid along the ground instead of impacting it directly. If the angled surface ends abruptly you may still die on impact, or the horizontal velocity may be enough to smash you against a wall (fall damage works in all directions).
Crouching as you fall will also negate fall damage, but there is an extremely small window to make that critical movement and it becomes even smaller to the point of being nonexistent as you fall from greater heights. (As your velocity increases, the time you spend at the critical height also decreases.)


5. Stacking Mancannons


Stacking mancannons will increase their force on players and vehicles, however stacking too many together can cause extreme lag and is inadvisable.


6. Antigravity


As long as an object is close to a mancannon, the object is attracted towards the center of the mancannon's pushing force. When two mancannons push on a nearby object, and are not pointing the same direction, the object will be suspended as neither mancannon can push the object out of the others field of force


C. Water


1. Boats





D. Teleporters


1. Effect on Vehicles


Vehicles are not affected by teleporters until someone enters the driver space which opens a number of tricks. A spawn room can be created for vehicles so the vehicle stays in the room and people can enter the passenger and gunner seats, but once someone enters the drivers space, the vehicle will be teleported out. This can be used to create stationary warthogs so as soon as someone enters the drivers seat the warthog disappears, is destroyed, and respawns.


2. Teleporter Traps


The new modifiable fields of teleporters allow creating a few sender nodes with fields large enough that no one could reach the actual node in monitor mode without being teleported. There's always the delete all option, or the receiver node can be deleted but by placing all teleporters on the map, and merging the receiver node into the ground or a wall, this can be almost impossible to break.


E. Switches


1. Min-Max Tech


This switch works by spawning a certain item when one of the same item is destroyed, to set off a chain reaction or some function. First place the object(s) to be destroyed that will activate the switch (note that this MUST be a destructible object, duh), no special settings are necessary on this object. Now place the item(s) you want to spawn when you destroy the first one. Set these object so spawn at start: NO and spawn time: NEVER. Now place the run time min to however many of the switches you want to have to be activated before the resulting chain reaction is set off, usually this will be one. Trip mines work best for this tech because when merged with only the red light sticking out they will not damage players, or they can be hidden to be used as a trap. The number of objects that spawn when the first is destroyed can vary, but it is possible to make mine fields that appear when another mine is destroyed.


2. Proximity/Wire Tech


To reduce lag, objects in Reach are considered "at rest" by the physics engine and deleting something under them or spawning a mancannon near them will have no effect. Players walking near the object or anything hitting the object will make it active in the physics engine and any nearby mancannons will suddenly effect the object (not the object MUST be movable). This switch can be extended by a string of movable objects touching each other through which vibrations can be transmitted to activate a final object in front of a mancannon.


3. Weapon Vendor


Create a box with a small opening on top for grenade entry and a small opening on the bottom for the weapon to fall through.Inside this box add a fusion coil set to fixed with a weapon set to normal on top. Set the respawn time of the fusion coil to one, the respawn time of the weapon to however often it should be available, and set the run time max to however many you want to be available on the map at any given time. Use a glass piece on the front to show what weapon is inside and if it is available. More than just a weapon can be used in the vendor, Armor Abilities, Grenades (ironic since you throw a grenade in), or a combination can be placed on one or more fusion coils.


4. Fixed Weapon Techs


Elevator Up: Place a movable crate on a mancannon, with a fixed weapon on top. When the player walks over it, he can pick up the weapon and the elevator will go up.
Elevator Down: Place the crate against a wall, and a weapon next to the crate that presses it against the wall, so the friction keeps the crate in place. When a player walks over the crate, he can pick up the weapon and the elevator falls.
Trap: Place a crate on a flat surface (not necessarily horizontal) with a fixed weapon on one side of it and a mancannon on the other. A player who picks up the weapon will be promptly splattered by the crate.
Cart: This works similarly to the trap above, but the crate is placed on a track so a player on top of it can pick up the weapon and go speeding along a course propelled by mancannons. A vehicle like a shade could be placed on top of the cart.
Automation: Players automatically pick up ammo for weapons they are carrying, so by placing one of these near the start of a game and giving the weapon no extra ammo, the tech will be set off by anyone who goes near it. This would be especially useful for the trap, but it only works if the player still has the same weapon with low ammo.

Tips: When placing the crate, it may be helpful to keep it in the fixed state so it does not move before the fixed weapon is placed, then change it back to normal physics. Powerups, fixed Armor Abilities, and fixed fusion coils or trip mines can be used in a similar role as weapons here. Remember that fixed weapons will cause glitches when dropped.


5. Drop Pods





6. Elevator Down


How it works is you walk on to a crate that is rested on a pad of fusion coils with a shield in between the two. Then on a shaft wall there is a phased trip mine with a shield in front of it stopping the explosion from killing you. So when you get on the crate, you walk into the trip mine causing a chain reaction of more explosives causing the fusion coil pad to blow up which makes the crate drop while being unharmed by the shield. Then once you make it to the bottom, the crate drops into a small recess while you step out on to a new floor.


7. Working Door


Here is a door that I was able to create that allows you to open it over and over again. I found that once a crate was moved and came to rest, it would despawn after 10 seconds. I was able to use this and create a door that you can open and stays open for 10 seconds then it resets and is ready to open again.


F. Objectives


1. Capture the Vehicle


]This is basically a very simple way to make a pretty cool change to a phase in invasion of CTF
The difference is that in this gametype you already have the flag, but needs to get the hill back. The hill, in this case, is any vehicle. (kind of hard to bring a bunker to your base, huh?)
To do this, follow these steps:

Build a flag stand or similar.
Change the GAME TYPE LABEL to inv_obj_flag
Change the SPAWN SEQUENCE to whatever phase this should be the objective
Build a vehicle of some sort
Change the vehicles GAME TYPE LABEL to inv_objective
Change the shape of the vehicle to rather large, so you need to stand next to it to return it.
Don't forget to make all the other changes that's needed!
In the gametype, change CORE CARRIER TRAITS to 0% speed and 0% jump height.

Unfortunately, this only works with other phases being territories, or ctf like this (capture the vehicle), because the core carrier cant move while holding the core (which forces you to get the vehicle instead). As the core carrier traits affect the bomb carrier too, assualt is impossible to do too, unless it's "Get the vehicle to the bomb and then arm the bomb".
One last thing: This might be possible in normal CTF. I haven't tested.


2. Tractor Beam



This effect was accomplished by giving the falcon a advance game type label of KOTH_HILL and setting its shape as 0.6 radius, 0.4 top, and 100.9 bottom (effectively giving the beam infinite length). I also added a teleporter with max radius above the map, and setting it to 'port players only, not vehicles
I then created a custom KOTH gametype, using the static, single hill options and giving the player 50% gravity and 300% jump height, but 0% movement speed, while in the hill.
Now, when a player becomes entangled in the beam, he/she has no other option but jumping and teleporting to a preset location on the map.

Now, maybe a lot of you are all ready thinking of a bazillion different ways to use this in a gametype, but this "technology" has several game-breaking limitations to it:

1. The gametype has to be either KOTH, Territories, or Safe Havens, as these are the only gametypes that allow modification of Hill properties. (Only tested in KOTH)
2. Due to Bungies nerfing of KOTH settings, the only way to score points is via hill controlling, so any competitive ideas using this will be limited to life-based deathmatches.
3. The Beam requires input from the trapped individual, so one can stubbornly refuse to jump to be teleported. This pretty much guarantees that any use of the beam will be team based, i.e for transportation purposes
4. The falcon must be at a set height (above the teleporter) to work. A potentially fixable issue.
5. Actually, I think that's pretty much it. There still might be other issues I'm overlooking though.


G. Aesthetics


1. Green Objects


Everyone likes green objects, right? This is a pretty cool aesthetic trick that changes an object to a green-ish color. Basically, you need to phase it into certain trees on Forge World. Just nudge it in there, and I bet you'll find just the spot.
[img]http://www.bungie.net/Stats/Reach/Screenshot.ashx?fid=3784155&size=medium[/img]


2. Merged Explosives


If you merge a fixed explosive (to where it is completely covered/submerged) into an object (I use Wall Colosseum for a floor), Even though it isn't showing, if it blows up it can damage you.
- Land Mines work just the same, only they blow up when you step over them.
- Explosions in merged object also will trigger other explosives that are merged nearby (So you can have an entire room with hidden explosives). You can make a self triggered mine field with this or a more dramatic explosion in assault (I used this one, very cool).
- Nothing like shooting, grenades, or anything outside the object will affect the explosives.
- Only an explosive that is sticking partially out of the object will trigger the others inside the object.


3. Fake Walls





4. Kill-Ball Shield


its a one way bubble shield using a killball
if you cover the center or a killball making the outer part harmless
it makes it so that anything inside of it is immune to attacks
but can still attack from inside


5. Smoke and Mirrors









If you see anything that should be added to this post or something that is wrong or outdated feel free to PM me. Note that just because this is mainly Forge World Tips and Tricks, that doesn't mean that that is the only think this post is meant for. Those were just the only things I could think of at the time. Also I put a lot of time into this post to help the community and it would be greatly appreciated if the community would help me back by thanking the topic. Furthermore, the last thing i would want to see is for this topic to go unnoticed because people haven't kept it alive so please keep it alive. That's all I ask from this great community!!!


Last edited by Deaths_Downfall ; edited 1 time in total

The following 2 users thanked Deaths_Downfall for this useful post:

UnknownModder (05-24-2011), Zoidberg (05-23-2011)
#2. Posted:
Zoidberg
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This is a very good post

Deserves a sticky by far
#3. Posted:
Deaths_Downfall
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Thanks Reaper. That means a lot to me especially coming from an iCommand.
#4. Posted:
UnknownModder
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Dude this as an awesome post, you have my vouch for a sticky.
#5. Posted:
Deaths_Downfall
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Well that's two votes
#6. Posted:
Deaths_Downfall
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Anyone???????????????????????
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