tsg lootCaves
Documentation about the features and usage of the tsg lootCaves prefab.
Last updated
Documentation about the features and usage of the tsg lootCaves prefab.
Last updated
tsg lootCaves
is a recreation of the hackable "Loot Caves" in the dev-made BTB map Fragmentation. The prefab includes instances of the tsg hackSwitch prefab, which are used to open the loot cave doors. This guide focuses only on the loot cave door portion of the entity.
Bookmark the prefab with the filter link here or find the prefab through the in-game UGC browser by searching with keywords or tags.
A showcase of the loot cave door features and how they are triggered.
If closed (red, locked), the doors of the loot cave can only be opened in two ways:
From a completed hack trigger
From the inside of the loot cave by a player, vehicle or an AI
If open (blue, unlocked), the doors can be kept open indefinitely by having a player, vehicle or an AI next to them within the specified boundary.
The loot caves in the prefab are configured to listen to the hackCompleteEvent trigger from a specific hack switch. If the trigger is received, the doors connected to that loot cave will play the door opening sequence.
A door can be opened from the inside of a loot cave regardless of it being locker or unlocked, but technically only if the cubical trigger volume of the door is entered from the inside half. The inside half is the object forward vector which is the direction of the X axis (red arrow).
A door will automatically close and lock (red) with a short delay after the blue door has closed if a player, vehicle or AI unit doesn't enter the cubical trigger volume within that time.
Modifyable parts of the loot cave prefab to better suit your map.
To adjust hack switch related variables like the hack time or cooldown time, refer to the tsg hackSwitch documentation.
In order to reliably play the opening animation of the unlocked (blue) door even when a player is not nearby, a vehicle is spawned within the cubical trigger volume of the door. For this purpose, a cloned Mongoose is used that is temporarily spawned underneath the door by default.
If this default location causes trouble on your map such as a Mongoose spawning in geometry and producing loud collision sounds, the location where the vehicle spawns can be adjusted by moving the Projectile Blocker 1x1x1 elsewhere within the cubical trigger volume of the door.
Modularity is a large part of this prefab and the steps to adjusting the door- or loot cave amount are simple:
To remove a door from a loot cave you must:
To add a door to a loot cave you must:
To remove a loot cave you must:
To add a loot cave you need to:
The way a Mongoose is spawned without an object reference to a Mongoose is by making a random player spawn in a Mongoose on round start, kicking them out, moving the spawned Mongoose to a stasis storage location and moving the player to the Mongoose's original spawn location at the spawn point. This all happens instantly and doesn't affect gameplay.
Credit for this concept goes to Cookies from the TSG Discord https://discord.com/channels/220766496635224065/952263098734084136/1279935990563082344
From Okom, the prefab creator:
I had the idea to recreate the Fragmentation loot caves in Forge already in late December 2022, and it was my first scripting project in Halo Infinite. My question post about it in the TSG Discord is here: https://discord.com/channels/220766496635224065/1057368234464120983/1057368234464120983
Limited by Forge's capabilities at the time and mostly by my scripting knowledge, I didn't get very far efficiently, but still got a working loot cave! – with some bugs. Now attempting the project again nearly two years after and I'm glad about how it turned out with how close to the original, and how efficiently I was able to make it.
Okom
Delete the red and blue door objects and the Projectile Blocker 1x1x1 associated with that door assembly.
Open the Script Brain that handles the door event initialization for that loot cave (in front of the left door by default) and delete the block of code that handles the deleted door's initialization.
Confirm that the loot cave works.
Duplicate one of the existing door assemblies: the red and blue door objects and the Projectile Blocker 1x1x1 associated with that door assembly.
Open the Script Brain that handles the door event initialization for that loot cave (in front of the left door by default) and duplicate the block of code that handles some door's initialization.
Connect the new block of code to the rest of the code and replace the Object References on the new code to be the duplicated door assembly objects.
Confirm that the loot cave works
Delete all objects associated with one loot cave. Don't delete the central Script Brain in the middle of the prefab.
Confirm that the loot cave works.
Spawn in a new tsg lootCaves prefab and delete the central Script Brain of the new prefab. Alternatively remove a loot cave if you only want to add one.
Confirm that the loot cave works.