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Prefab
A template for you to create your very own Custom Breakthrough game mode!
Updated 06/04/22: Version 2.0
Comes with 5 maps as part of the template for you to reference however additional maps will be added over time.
- Manhattan (New layout with beach landing)
- Downtown
- Marina
- Golf Course
- Tech Center
You can add this template to your custom maps. Just follow the tutorial at the bottom of the page to add Breakthrough to any map.
Spatial editor map file and package: https://mega.nz/file/GtJVABDJ#3sb8WhNXsb3WeNJ3I0wvqPPnD2Qk2AGFmrvPKLmdsGI
Supports custom objectives, spawns and includes a fully functioning scoreboard and game logic.
Tutorial: https://youtu.be/X52j50G8rK0
Detailed Code Overview: Coming Soon
ObjID Assignment:
+-------------+----------+----------+----------+----------+--------------+ | Item | Sector 0 | Sector 1 | Sector 2 | Sector 3 | Final Sector | +-------------+----------+----------+----------+----------+--------------+ | Sector | 100 | 101 | 102 | 103 | 104 | | Area Trigger| 600 | 601 | 602 | 603 | 604 | | Objective A | N/A | 1100 | 1200 | 1300 | N/A | | Objective B | N/A | 1101 | 1201 | 1301 | N/A | | Team1 HQ | N/A | 301 | 302 | 303 | N/A | | Team2 HQ | N/A | 401 | 402 | 403 | N/A | | Vehicles | N/A | 1150-1199| 1250-1299| 1350-1399| N/A | | Airspace | 8000 | N/A | N/A | N/A | N/A | | TeamSwitcher| 998 | N/A | 999 | N/A | N/A | | VFX | 2000-2999| N/A | N/A | N/A | N/A | +-------------+----------+----------+----------+----------+--------------+
To enable Airspace, add an Area Trigger and assign it ObjID 8000.
Update Changes
V2.0
- New Map: Manhattan (New layout with beach landing)
- Air Combat logic added. Add an Area Trigger with ObjID 8000
- Team Switcher added from the Conquest Template
- Stationaries are now supported and run on the same ObjID range as Vehicles
- Players will now have Unique UI IDs assigned when joining so no more UI conflict
- UI Overhaul including new capture flash animation
- VO added
- SFX adjusted for capturing to mono sound
- General performance improvements
- Added Snow toggle
- Added Colour Filter options
- Added auto VFX enablement. Range is 2000-2999
- Custom bots now present the correct damage values
- Custom bots can now be revived and continue playing
- Complete code rework for Season 2:
- Updated Spatial files for SDK 1.2.2.0
- Enter/Exit Capture Point Logic does not trigger when dying or revived so additional logic added for this to enable/disable UI
- Downed players are counted as on point so additional logic required to filter them out
- Enter/Exit Capture point still active when an objective is disabled. Additional check added to detect if capture point is active
- Enter/Exit Capture point not triggered when an objective is disabled. Custom AI need to be manually updated on sector change to scout
- Out of Bounds rebuilt to support Air Combat logic
- Capture Points will track their capture progress and calculate UI data for both teams
- Player UI on capture points now pulls pre calculated UI data to improve performance
- Capture points will only track variable data while being captured and active to improve performance
- Custom bots logic reworked and overhauled
- Rebalanced the Audio Levels of SFX
- Prevent default AI from deploying before game is ready
Notes about AI:
If playing Premium maps, the default (backfill/static) bots are recommended. If playing RedSec maps, use the custom bots as they will play all objectives where the default are bugged. As backfill are limited to 12 bots, custom bots to bypass this.
To use custom bots:
- Turn off backfill and static AI.
- Unable Custom blocks in the Block Editor at the top of the MOD.
- These will fill in the spare player count up to 100.
- So if you have 64 player slots, then 36 bots will join.
- The less player slots, the more bots.
- When hosting locally, adding too many bots will slow down the game so I recommend setting to 60 if you plan to host locally.
Knows Issues:
- Some sectors have a bug where damage is not applied above 30m, grenades/throwables/mines/ammo cannot be thrown and disappear.
- When hosting locally the scoreboard will break when changing team. If hosted on a server it will work correctly.
- Vehicles spawn on the map and cannot be selected from the spawn menu.
- Default bots do not work on RedSec maps if you have more than 1 Objective per sector. Custom AI has been added to address this.
- VFX will only render for players at the start of a game. This is being investigated
Previous Changes:
V1.1
- Attacking AI will now react more when an objective is being taken under their control
- New map Downtown has been added (Carrier and Landing Craft provided by Kurt)
- Added vehicle clean up toggle to destroy unoccupied vehicles when the sector changes
- Changing sector UI will now present in redeploy screen
Click EDIT below to open the experience and save a copy
If you make a copy of the experience and you cannot see the blocks or you cannot see the map file attached in "Map Rotation" then please see the files and README in the package link.