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A collection of custom modes created by the Halo community for Halo Infinite.
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https://okom.one/blog/warzone-fiesta-released
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Maps with full support for Warzone Fiesta
Published maps with full support for Warzone Fiesta include:
Note, that all maps support Warzone Fiesta by default, but they will be missing around 20 weapons including the turrets, sandwich and .
Okom

Game Modes: Slipspace Arena PVP Slipspace Arena PVE (releasing when the PVE example level is complete)
Players spawn in a different arena per round.
Rounds are short so that many arenas are played in a single match.
This can be used for PVP and PVE designs.
This was originally concepted for 1v1 and 2v2 PVP gameplay in Halo 5.
Each arena can be set up with different gameplay options, such as modifying player loadouts and traits per arena, or going as far as to have objective modes or PVE experiences with multiple phases built in each arena, or even further and mixing PVP and PVE experiences on the same level in separate arenas.
The default PVP experience is 2 minute rounds, first to 15 kills per round.
It is intended that each round goes all the way to the clock running out rather than ending early from score-based win conditions in Slayer experiences.
9 arenas
Each arena has it's own spawn regions and script brain boundary set up already.
Each arena has a script brain (with a boundary) and 2 spawn regions.
The boundaries of these 3 objects must cover the entire area of the playable space in that arena.
Each arena has spawns for Teams or FFA (4 player) play set up already.
Note: While the primary design is for 1v1/2v2 and 4 player FFA matches, these arenas could easily be made larger and have more spawns added. For instance, this can be used to build PVE or PVPVE arenas instead; a "boss fight" per arena to create a boss rush mode would be easy to accomplish by adding code to the script brain for each area to define those encounters.
On Player Spawned
An event stub for applying code to players that spawn in the arena this brain's code is for.
This is effectively an example of how to add arena-specific events.
By default, the Branch in this circuit is set to FALSE.
DO NOT set it to TRUE, or this will trigger regardless of where they spawn
To activate, connect the unused output of Object Is In Area to the Condition pin of the Branch node and it will only affect players that spawn inside this brain's boundary.
Enable/Disable Stage Custom Events
These are called by the Central Logic brain
All they do is check to see if the brain selected by the Central Logic is the brain the code is on, then spawn or despawn the spawn region objects for the relevant arena.
These should not be edited.
The Central Logic is in an arrangement of Script Brains above an Invisible Switch.
Includes a version of tsg init.
Object List Declarations for stages and stages_resetList
The order only matters if you aren't using the random sequence.
This only needs edited if you are:
Changing the order of stages when not using the random sequence
Adding or removing stages
stages_resetList is used to reset stages when stages becomes empty.
Boolean Declarations for randomSequence and allowRepeats
Control if the sequence is random and if it can repeat arenas before having gone through each one be setting the initial values of these declarations to the relevant TRUE/FALSE values for your needs.
This is here to prevent players from attempting to spawn before there are available spawn points at the beginning of a match, which would spawn them at the level's backup spawn points instead of inside the current arena.
This is the first half of the logic that picks which stage to activate.
Each round, all of the arenas are deactivated and a single arena is selected to be reactivated for that round.
setSpawns_sequential and setSpawns_random
The second half of the logic that sets the active stage
Sequential
Random
So that no stage is picked twice when random order is enabled, stage brains are removed from the list when their arena becomes active.
When stages is empty, a second list that has its original objects is used to refill it so that the sequence can start over.
stages to activate and remove from the list, resetting the list when it's empty.Captain Punch Okom MikRips









How to set up a level to support 4v4 Stockpile.
4v4 Stockpile by WAR FH is a variant of Stockpile that is tailored for competitive 4v4 gameplay. Power Seeds spawn in 5 set locations on the map and need to be delivered to your team's Power Sockets to gain score. 3 delivered Power Seeds results in a score increase for the team. The first team to 3 score wins. Players can also steal Power Seeds from enemy Power Sockets and bring them back to their own.
The objects required on-level to support 4v4 Stockpile.
Power Seed Spawns determine the locations where Power Seeds should spawn.
Gameplay
Game Modes
Power Seed Spawn
Place 3 Power Seed Spawns in neutral positions around the middle of the map that don't favor either team. Place the remaining 2 near the other Power Seed Spawns, but each slightly favoring one team.
Place each Power Seed Spawn flat on the intended surface. The origin point of the Power Seed Spawn object should be positioned on the surface and not floating above it. Having the origin point float above the surface means that the Power Seed will spawn in the air and drop on the ground.
None
Power Seed Variant: User choice.
Power Sockets are where Power Seeds should be delivered to.
Gameplay
Game Modes
Power Socket Forerunner
Place 3 Power Sockets per team next to one another and in a relatively open and vulnerable area near each team's base. The goal is to promote the stealing of Power Seeds and for them to be delivered back to the other team's Power Sockets in around 4 seconds.
Stockpile Socket
Stockpile Include
Team: Team 1 (Eagle) / Team 2 (Cobra)
One Time Use: Off
Create With Carriable Attached: Off
Use Device Interaction: On
Stockpile Navpoints are used to create a navpoint on the Power Sockets to show players where to deliver the Power Seeds.
Gameplay
Game Modes
Stronghold Capture Zone
Place 1 Stronghold Capture Zone 6.5 units below where the "Deliver" navpoint should show up. Usually this is placed at the position of the central Power Socket.
Stockpile Navpoint
Team: Team 1 (Eagle) / Team 2 (Cobra)
Spawn Volumes are used to prevent teams from swapping sides during 4v4 Stockpile gameplay.
Gameplay
Player Spawning
Spawn Volume [Respawn]
Place 1 Spawn Volume per team covering half of the map's Respawn Points within the boundary. The Spawn Volumes should intersect in the middle of the map. Avoid overlapping the Spawn Volumes as the overlap area will block players on both teams from spawning in it.
Stockpile Include
Eagle:
Team: Team 1 (Eagle)
Weight: 0.00
Disable Spawn Points: On
Affects Opposing Team: On
Cobra:
Team: Team 2 (Cobra)
Weight: 0.00
Disable Spawn Points: On
Affects Opposing Team: On
As 4v4 Stockpile is based on a BTB mode, but is intended for Ranked 4v4 play, the sandbox of the map needs to be forced to Ranked 4v4 settings for optimal gameplay, otherwise the properties that default to BTB modes would be used such as faster spawning weapons.
Adjust the Spawn Properties of the on the level to match the following:
Spawn Properties: Custom
Ammo Multiplier: 100%
Spawn Logic: Dynamic (Expired)
Spawn Time: 30.00
For the following weapons:
BR75
VK78 Commando
MA40 AR
Pulse Carbine
Spawn Properties: Custom
Ammo Multiplier: 100%
Spawn Logic: Dynamic (Expired)
Spawn Time: 60.00
For the following weapons:
MLRS-2 Hydra
Ravager
Sentinel Beam
Needler
Spawn Properties: Custom
Ammo Multiplier: 50%
Spawn Logic: Dynamic (Expired)
Spawn Time: 60.00
For the following weapons:
Shock Rifle
Stalker Rifle
CQS48 Bulldog
Adjust the Spawn Properties of the on the level to match the following:
Spawn Properties: Custom
Ammo Multiplier: 100%
Spawn Logic: Dynamic (Pickup)
Spawn Time: 60.00
For the following equipment:
Drop Wall
Grappleshot
Repair Field
Repulsor
Specific equipment and weapons in have been adjusted by HCS ruling to have less ammo/charge when played in Ranked modes. These changes need to be adjusted on-level, and a Ranked-specific variant of a spawner needs to be duplicated at the same position with specific Spawn Properties.
Spawn Properties: Custom
Ammo Multiplier: 50%
Spawn Logic: Static (Time)
Spawn Time: 120.00β150.00
For the following weapons:
Rocket Launcher
Spawn Properties: Custom
Ammo Multiplier: 50%
Spawn Logic: Dynamic (Pickup)
Spawn Time: 60
For the following equipment:
Drop Wall
Shroud Screen
Threat Seeker
Any Threat Sensor equipment should be replaced with a Threat Seeker for Ranked modes.
The two spawner variants should not appear in a mode at the same time. Labels need to be assigned to prevent this.
Default spawner:
Ranked Exclude
Stockpile Exclude
Ranked Variant:
Ranked Include
Stockpile Include
Okom
Power Socket UNSC Engine Blue
Power Socket UNSC Engine Red
Power Socket UNSC Green Sand
Power Socket UNSC Yellow
Power Socket UNSC Yellow Sand
Removal Hold Time: 3.00
Planting Hold Time: 2.00
Affects Initial Spawns: Off
Affects Initial Spawns: Off
Max Deployed: 0.00
M392 Bandit
Bandit Evo
Disruptor
Mangler
Plasma Pistol
Mk50 Sidekick
Max Deployed: 0.00
MA5K Avenger
Max Deployed: 0.00
HeatwaveMax Deployed: 0.00
Shroud Screen
Threat Seeker
Threat Sensor
Thruster
Max Deployed: 0.00
Max Deployed: 0.00

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