Halo: The Master Chief Collection

Halo: The Master Chief Collection

Halo 2: Flood Firefight
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更新于:10 月 17 日 下午 4:26

-Heretic Banshee's on Coagulation are spawning without drivers, forgot to adjust this squad after deleting their corresponding tag dealing with something else. (FIXED)

-Escape funtion on Waterworks script needs to be adjusted a bit so the Peli doesn't forget it's command script when the player enters the base and changes the order of the ODST's to follow the player. Also give it invincibility when landing at base so it doesn't die unclimactic like. (FIXED) (lowered max speed of pelican slightly when it leaves on its final path and raised command points so it doesn't run into the beam while rotating itself to shoot at targets.)

-Change up the initial orders for the spawned heretics so they leave their cave more and quit stalling the round camping on Coagulation. They will act more like the dropship squads now. (FIXED)

更新于:9 月 14 日 下午 2:03

Ok for realz now I promise

更新于:9 月 14 日 下午 1:37

Uploaded the wrong maps :/ oof. Sorry guys it be one of those days after work.

Ill fix it in a moment

更新于:9 月 14 日 下午 12:43

-Heretics that come from dropships now have their own seperate orders which will have them spread about the map more to add more variety to potential 3 way fights (Coagulation, Waterworks)
-Enforcers on Waterworks had their firing points adjusted so they shouldn't get stuck in the abyss when they spawn
-Sentinel spawns on Waterworks have been moved up slightly to help them get out of the hole in a more responsive manner
-Firing points for allies on Waterworks have been adjusted mainly on Blue side and the Bridge
-Pathfinding on the bridge for flood have been fixed added flood scenery to the problem area and subsuquently made some extra cover for it
-Some flood spawns were moved on Waterworks mainly flood carriers and flood jugg armed
-Easter egg song on Waterworks changed
-Intro on Waterworks is completely fixed now and should have 0 problems triggering everything correctly (Trigger volumes made larger where needed, made more of it's scripts work in dormant type function to allow everything to play seamlessly without interruption from a static void script from before)
-H3 Human combat form now have proper frame events for their unarmed animations (not having a ranged weapon) so they deal melee damage now
-Sword wielding flood elites now do damage with their melee swings, their damage cone values were utterly scuffed lol Bungie moment (thanks Haloguy for correct values)
-updated how flood spawn on Coagulation, will now require slightly more heretics to be killed (if they are on field that is) before a new wave spawns to help keep ai overflow to a minimum as well as some other small changes to reinforce that
-removed two more flood turrets from the overall flood squad group on coagulation (will need longform testing to see how beneficial/worse it is)


-Known issues:
hotfix soon to fix any last remaining issues
-Heretic Banshee's on Coagulation are spawning without drivers, forgot to adjust this squad after deleting their corresponding tag dealing with something else. (FIXED)

-Escape funtion on Waterworks script needs to be adjusted a bit so the Peli doesn't forget it's command script when the player enters the base and changes the order of the ODST's to follow the player. Also give it invincibility when landing at base so it doesn't die unclimactic like. (FIXED) (lowered max speed of pelican slightly when it leaves on its final path and raised command points so it doesn't run into the beam while rotating itself to shoot at targets.)

-Change up the initial orders for the spawned heretics so they leave their cave more and quit stalling the round camping on Coagulation. They will act more like the dropship squads now. (FIXED)

Update likely tommorow or Friday 10/17/25 if I don't think of/find anything that needs to be fixed atm.

更新于:8 月 21 日 下午 6:39

-Added infectable dead bodies to three maps (blackandfan) Note: Marine/ODST dead bodies are bugged until further notice.
-Added two new flood forms Flood Buggers and Swarms from Halo Wars (blackandfan)
-Added Buggers to Coagulation
-The rejectedshotgun ghost, and flak ghost needed to be sacrificed for Coag to make additions possible
-Flood jackals have new animations (blackandfan)
-Added the DKOK Infantry as allies in Coagulation, Beavercreek (near the endings, - TwistedFlog)
-Added the Digsite Heavy Plasma Turret.
-Added the Digsite Halo 1 Shade Turret
-Adjusted scripts on all maps for better flow to match the gameplay more to what I had originally intended
-Adjusted firing points on all maps so enemies and allies should prioritize cover more and better flow between all ai
-Target Locator weapon from Reach added to all maps except Warlock and Waterworks (Kashiiera commission)
-Added tons of new sounds and music across several games
-Added a COD-Zombies like audio easter egg to Coagulation
-Changed the easter egg song for Waterworks (will likely change at some point)
-Buffed snipers a tad for better reliable headshots
-New better based Energy Sword using a light tag attached to it so it doesn't look so flat anymore (zadeinator) I adjusted the shaders
-Fix for the Dropship on Waterworks getting stuck halfway through the game (fix works)
-Changed up a few weapon spawn placements per balance and requests
-Overhauled the Spartan AI a tad bit
-Added custom hud text for most custom weapons and reinforcement switches
-Added custom projectile impact sounds to flood swarms from Halo Wars (sounds provided by blackandfan)
-Re-colored the spike rifle projectile to look more flood colored for the swarms unique projectile
-Added flood wave announcement sounds for flood buggers/swarms when the spawn (sounds provided by blackandfan)
-Compressed alot of sounds to save on memory
-Made the ending to Waterworks slightly more dramatic
-The extraction feature from enemy bases now has the pilot be invincible until they fly to their first point after picking the players up, then they are vulnerable again (so you can be shot down)
-More reliable NPC turret deployments
-Added another button to Coagulation (RTS like feature) that deploys a heavy turret
-Added RTS like VO'to all maps to tell the player when reinforcements arrive and when cooldown from buttons are finished and for the turret button, building stuff (CNC3 Tiberium Wars)
-Beefed up the look to Red base to make it more foreboding and spooky on Beavercreek
-Added variants of Elites carrying Jackal shields
-Added more checkpoints to all maps except Warlock
-Fixed some weirdly placed flood scenery in one of the side hallways of Waterworks
-Waterworks plans had to be scrapped due to memory limitations, the map basically won't allow me to add anything else to it at this point :c. H1 shade turrets were at least able to make it among some other tiny stuff.
-Moved flood carrier spawns closer on Coag to help speed up rounds
-Unlabeled a few turret placements from the flood squad group on Coag so the match doesn't stall as often when too many of them spawn without the player going to red base
-Moved flood spawns on Sanctuary so they feel a bit more natural/random
-Removed the initial orders squad groups had on some maps potentially causing problems especially with dropships
-Moved marine spawns on Coagulation so they don't get stuck near the pelican
-(everything I can think of atm)

Whats next: Now that that monumental task has been done which took alot more work than I originally anticipated I can fully focus on working on the next map(s) which will be Backwash and Danger Canyon which have already been partially completed. Backwash should come first as my plans for DC are a bit more robust.

Known Issues: -Waterworks will likely need to be rebuilt as the changes I made to squad groups may have made the heretics and sents slightly more special than usual. (The AI awareness skull may counteract it to some degree)
-I also forgot about the pathfinding issues where the bridge is for things such as the juggermech/flood brutes.
-Gravity Hammer text is still showing Energy Sword
-Move more spawns around on Waterworks
-Infection Forms need their scariness level raised back again
-The trigger volume that starts sgt. banks dialogue needs to be bigger so it has enough time to be triggered as it's not instantaneous; for now stand in the doorway before entering the room (after jumping over crates) for a few seconds and he will remember he has something to do.
-Coag ai numbers can get a bit too high at times still, slight adjustments will need to be made.

更新于:2 月 28 日 下午 3:01

-Re-upload to address MCC update, changed game version to 0.0.0.0 - From Halo Waypoints word this will make it so small updates don't break mods in the future.

更新于:2024 年 12 月 31 日 下午 4:01

See previous log
-Enabled teleporters for Warlock
-Added another crate with Fuel Rod Guns to red side covie bunker on Sanctuary
-ODST's will now have a chance at spawning as their Sgt variant (forgot to fill in major variant)
-Same thing but with the H3 Flood Elite minor (was set on the unshielded variant)

更新于:2024 年 12 月 24 日 下午 6:21

-Removed some animations that have multiple variants, talking animations and some repeated animations in both graphs for the AI Spartans to fix De-Sync issues in Co op. -TwistedFlog
-Fixed De-Sync issues with Noire and Kurumi when in Co-op (TwistedFlog)
-Fixed the weird jazz hands bug with Kurumi and Noire's hands (TwistedFlog)
-Added the Flood Combat Jackal (BlackandFan)
-Added a energy shielded variant of the flood jackal to represent infected jackal ultra
-Added extra Flood Carrier permutation variety (BlackandFan)
-Flood brutes have been improved visually and mechanically (BlackandFan)
-Nerfed flood body vitality (shields untouched) on all ranks
-Nerfed flood melee damage and split into 3 tiers with humans doing the lowest--->elites--->brutes doing the highest dmg
-Slightly nerfed flood infection form bite damage
-Generated proper lightmaps for Beavercreek (Harcenstein)
-Fixed up the las beams on the Lasgun to make it more lore accurate where the beam is instantaneous instead of a lingering fade effect and updated materials to include flood juggenaut stuff so impact fx should show up more on them
-Added Brute Ghost, Flak Ghost, New Phantom/Pelican, Seraph Fighter. (RejectedShotgun)
-Added Mongoose/Gun Goose (Digsite/Sabo Commission)
-Added actual H1 Spirit dropship sounds (altsierra)
-Added Douglas's Rocket Launcher (blackandfan)
-Made the lasbeam on the Lasgun make a full beam at super long ranges instead of creating a duplicate projectile at a certain range (increased projectile speed from 400 to 1500)
-Improved the intro and outro sequences of Coagulation
-Regenerated lightmaps for Coagulation (will need another pass in the future to fix some issues with flood stuff on red base)
-Added turret deployment scripts
-All vehicles on Coagulation will respawn now
-More weapons on the map will also respawn on weapon drop reset (Coagulation)
-Adjusted sky/fog for slightly better visibility on Coagulation
-Added an improved intro to Waterworks
-Optimized map slightly (slightly less weapons and equipment) but designated more of those things to respawn when weapon drops happen
-Improved Coagulation's firing points for all factions (except sents)
-Improved Coagulations scripting by having it check for AI counts more often to help prevent overflow
-Added Digsite elite animations for Dervish so should be able to use mongoose now
-AI turret deploy scripts (Waterworks)
-Added a proper zone for the Seraph Fighters on Coagulation and improved AI (WIP)
-Added a few additional jump hints on Waterworks (middle structure bridge, below entrance to middle structure; hints for AI to jump down)
-Increased Marine head and helmet vitality
-Added more cover in an area on Coagulation (near heretic spawn)
-Adjusted zone/area goals for the AI on Beavercreek specifically to make AI entrench deeper into the bases as a more primary obj whilst enemy groups target the inside of the base more; improved some pathfinding hint spots while adding a few
-Enabled the use of Teleporters on Coagulation, Waterworks, Beavercreek maps
-Two new button features on Coagulation and Waterworks
-Added more vehicle engagements to Sanctuary
-Added more variety for the ways covies can engage on Sanctuary
-Dropships on Warlock
-Added more music
-Balanced some weapons (this should work in tandom with changes made to AI vitality values)
-Gave higher rank Elites (Ultra and higher) slightly more body vitality to help withstand an extra melee strike from flood will help make them more survivable.
-Grunts can now use passenger seats on Warthogs, Spectres
-Fixed the corrupted alpha mask bitmaps on the Brute Plasma Rifle
-Heretics remembered how to use vehicles and navigate the map area when taking abandoned vehicles
-Added new map: Beavercreek

Known Issues:
*Elite drop pods on Coagulation need to be moved as new cover placement makes two drop pods slightly clip with the rocks. -FIXED
*Second half of the Firefight on Sanctuary has an instance where two phantoms come in along the same flight path that block eachother; will be fixed (will eventually fix itself by self deleting) -FIXED (this issue was actually related to how that whole 2nd half bit was set up rather)
*Phantom drops on Warlock need to be playing in a script for itself to not disrupt original flow of the level. -FIXED
*One of the reward weapons on Warlock didn't have it's ammo changed so it has far too much atm -FiXED

(Will update later tonight!)

更新于:2024 年 6 月 2 日 下午 2:01

-Fix for flood not wanting to use a pathfinding hint on spawn (deleted offending firing points) also slightly improved by adding another PH (Waterworks)
-Moved more flood spawns including Juggernauts (Waterworks)
-Moved the spawns for the Sentinels and two enforcer spawns to look and feel more natural (Waterworks)
-Fixed/cleaned up the Heretic infantry and vehicle zones (Waterworks)
-Slight modification to the ally wave spawning script to facilitate better pacing (Coagulation)
-Added extra infantry specific "areas" to the flood vehicle "zone" to help flood ai navigate map better and switch over to an inf role should they lose their vehicle (red side, side passages, middle structure)

更新于:2024 年 6 月 1 日 下午 12:44

-Johnson will not be susceptible to headshots anymore
-Increased ai's accuracy with the MA5C (burst origin from target is much smaller)
-Attempted to increase volume of Lasgun, MA5C, and some custom music
-Added the music added to Warlock to other maps (Coagulation, Waterworks)
-Added two reinforcement buttons to Coagulation (elite drop pods, falcon air support)
-Added two reinforcement buttons to Waterworks (falcon air support for blue side and red side of map)
-Added a reinforcement button to Sanctuary (falcon air support)
-Added a reinforcement button to Warlock (Hero spawns)
-Added custom dialogue for the falcon air support
-Buffed Grunt, Elite, and Jackal ranks for better survivability
-Added more pathfinding hints to Waterworks
-Moved Heretic and Flood spawns to feel more dynamic (Waterworks)
-Improved map flow/pacing
-Added slightly more time between flood waves (Waterworks)
-Added Heretic Spirit dropships to Coag and Waterworks with two alternating paths
-Added a new Jackal Ultra variant (will spawn as a major upgrade to the Jackal Major, has a chance of spawning in waves)
-Improved Flood AI to be less speshul
-Minor (hopefully) optimization to Coagulation to improve effect popping (WIP)
-Very small buff to MA5C dmg
-Buffed Zoephie's FRG
-Added more Halo 1 AR's (mainly map placement)
-Improved ally vehicle pathing (Waterworks)
-Improved ally and flood firing points (Waterworks)
-Decreased amount of dmg Banshee pilots take
-Increased health values of Brute helmets and Marine helmets so they don't get headshotted as easily (will take a extra shot or two)
-Improved firing points and pathfinding hints on Warlock
-Added Rejected Shotgun's Falcon
-Added Vengeful Vadam's wieldable jackal shield to all maps
-Added a very basic weapon reward system to Warlock
All I can recall atm, this update took a while as I was dealing with extreme pain for 3 months until I got gallbladder surgery somewhat recently that i'm mostly recovered from now.