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Introduction to Game Variants
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.