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Introduction to Game Variants

Matt Saville edited this page Jan 4, 2014 · 13 revisions

In Halo: Reach, Bungie introduced a system in which each game engine is capable of supporting game variants (aka gametypes). Game variants allow one to override the default settings for a specific game engine. This allows the game developers to easily and quickly tweak certain aspects of -- for example -- a certain Spartan Ops mission.

In Halo 4, engines that support game variants are:

  • Campaign
  • PvP (Matchmaking and Custom Games)
  • Forge
  • Spartan Ops

Each game variant regardless of the targeted engine contains a group of settings which we call the "Base Variant." The Base Variant is made up of the following:

Name Contents
Content Metadata name, description, author, etc
General Settings round options, kill cams, etc
Prototype Settings* options for a cut feature
Respawn Settings lives, respawn traits, etc
Social Settings voice chat options, betrayal booting, etc
Map Overrides equipment sets, base player traits, etc
Requisition Options another cut feature
Team Settings team names, emblems, colors, etc
Loadouts loadout options and palettes
Ordnance Settings drop sets, personal ordnance items, etc

*Since TU5, prototype settings are repurposed into an indicator for whether weapon tuning data exists at the end of the variant data. Nitrogen does not publicly expose the prototype options but you can specify whether weapon tuning data should be included by accessing the HasWeaponTuning property.

Located after the base variant, there is another group of data for specific engines.

Engine Data
Campaign None
PvP Megalo
Forge Editor traits, forge settings, etc
Spartan Ops Zones, script arguments, etc

At this time, Nitrogen does not support modifying Spartan Ops data and probably never will until when/if a way to play Spartan Ops offline is found.

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