#forge-chat

1 messages Β· Page 1 of 1 (latest)

hot sierra
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Hey all and welcome to the Halo Infinite Forge Discordl! The goal of these channels is to provide a public space where new and veteran Forgers can show off their creations, talk shop, discuss issues and solutions, and in general help each other out! Thanks for being here!

grand musk
onyx cave
burnt wolf
bold scaffold
pure kite
bold scaffold
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lmao

pure kite
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Let's gooo

marsh flower
burnt wolf
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Now I can post what I really wanted.

steady pendant
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πŸ‘πŸ‘

burnt wolf
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FrythicMitz!

steady pendant
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Bobby!

burnt wolf
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That's a blast from the past!

steady pendant
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Likewise

onyx cave
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Let's go! uny

vague oar
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πŸ‘€

dry hornet
neon plover
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Zing

pearl void
inner coral
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🫘🐐πŸ”₯

tough plover
pearl void
inner coral
blazing junco
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πŸ€“

pearl void
willow zinc
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🐣

willow zinc
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Love the little forger icon.

pearl void
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Why does artur get embeds 😦

civic dragon
supple sierra
visual topaz
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I use GIFs a lot... Not sure how to communicate otherwise

pearl void
lime halo
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Testing testing...

main ravine
supple sierra
harsh briar
quick needle
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πŸ‘€

visual steppe
twilit hedge
quick needle
pearl void
dry hornet
feral quarry
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Great to have the forge section finally!

civic gulch
clear frost
quartz lily
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Forg

timber gorge
flint flicker
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Thank you for the official forge channel

drowsy tiger
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WAOS

inland peak
hollow storm
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oi

marsh flower
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discord permissions give me a headache

ripe shuttle
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Yep!

marsh flower
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woo

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okay

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thank you!

ripe shuttle
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Thank you for creating these, hopefully it's more active than the other discord server I post questions in sometimes. I was just about to ask something I'll post it there

marsh flower
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as you can tell, we've also rounded up a lot of the Forgers and given them helpful icons

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so hopefully the experts are here to help πŸ™‚

ripe shuttle
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Oh it says the channel is read only

marsh flower
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which one?

ripe shuttle
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Help and questions

marsh flower
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hmmm

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you don't see this?

ripe shuttle
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I'm an idiot nevermind lol

marsh flower
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all good!

ripe shuttle
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I was trying to reply to the read me first post by accident lol

marsh flower
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it's confusing but i think the forum style is going to be better for searching and for general specific questions

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ahhh yes

flint flicker
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thank you for the forge channels!

marsh flower
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that one is read only by design πŸ˜‰

tepid saddle
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new channels! let's go!

gleaming oriole
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Hi

vivid siren
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forj πŸ‘

gleaming oriole
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🦧

marsh flower
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thinking wip-feedback?

magic flower
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wip or waywo "what are you working on" for sure

dry hornet
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WAYWO

marsh flower
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i'll start with wip

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let's see how it goes

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super stoked to have all you @quaint folios here heartcart

quartz lily
crimson laurel
serene epoch
hollow storm
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@marsh flower I can't post any images on the thread

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won't allow it

marsh flower
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which thread?

marsh flower
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try now!

hollow storm
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bingo

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very good

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ty ty

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swath of maps inc

marsh flower
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can you humor me and add an image to your original post?

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or does it not let you?

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it's empty 😦

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also if there are tags that you think would be better or are missing, please let me know πŸ™‚

hollow storm
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doesn't quite let me

marsh flower
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oh well

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ty for trying πŸ˜„

supple wraith
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Happy to see this channel back, can't wait to see all the creations people post

burnt topaz
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Good to see this channel πŸ™Œ

ripe shuttle
slow dagger
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Hello everyone πŸ‘‹

fringe nova
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πŸ‘οΈπŸ‘οΈ

tawdry mango
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officially sanctioned forge chat???????

hot sierra
marsh flower
ripe shuttle
marsh flower
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i believe a link should embed

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and i would prefer to keep it at that if possible. but i'm not tied to it and we can adjust as we go

ripe shuttle
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Nah that's perfect if it does

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I just didn't even think of it lol

pearl void
# marsh flower so for reasons that should be obvious, i'm hesitant to allow too many image uplo...

While I don't think the distinction between the two is that great to justify it necessary to have uploads when links and embeds work just fine, however, the downside would be that many of us are in forge servers that already allow the ease of access of uploads which might draw people back to those servers if it's easier for them to communicate their issues there rather than learn a new process that would take extra steps.

Links also don't appear to embed

marsh flower
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gotcha. that's valid.

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i'ma noodle on it

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embeds will not be turned on here tho πŸ˜›

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so no gifs until it's earned

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does remind me to look at my leveling tho

flint flicker
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Screenshots of nodegraphs are pretty essential for helping people understand what needs to connect where. Is there a good webhosting specifically for nodegraphs? I know a few fans have made some online Forge nodegraph editor scratch spaces

pearl void
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@vivid siren

flint flicker
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they're pretty good at keeping it up to date

marsh flower
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okay

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i've updated the perms for #1231006559539036233 but we will be monitoring.

if it goes sideways, i reserve the right to roll back

vivid siren
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I haven't had time to update that in a long while, but it would be very easy, if tedious, for someone to do so and I could add it to the one I've made

pearl void
vivid siren
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The spreadsheet is more up to date, but is likely missing everything since they swapped from seasons to raw CU numbers

ripe shuttle
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Thanks sam you rock

vivid siren
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but yes, screenshots and clips are essential to solving some problems and providing some explanations

ripe shuttle
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We promise not to post obscenities

flint flicker
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Is there a way to share node graph scratch pads directly rather than screenshots?

vivid siren
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prefabs

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definitely not ideal since you have to be in game and getting into Forge can take 10-15 minutes if the game isn't currently launched

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so screenshots are really the best way for communicating unless you're actively in game

flint flicker
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I more meant if the TSG web-based node graph scratch pad could save states, or embed the full network in the URL params, so I could make a "simple infinite respawning AI" node-graph, and share the link to someone here

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the miro . com one you guys made / shared

vivid siren
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oooh

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the way that works is you create your own account with the whiteboard app (miro.com), open your own whiteboard, open the template in another tab, and copy/paste across from the template to your board
you can have 3 free whiteboards
Miro is great, one of the best productivity tools I've ever used

marsh flower
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you should make a guide for that, Punch

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πŸ˜‰

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"how to share nodegraphs"

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πŸ˜„

willow nova
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hello

flint flicker
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For now, just having screenshots of people's nodegraphs from xbox will be helpful to tell them where they need to connect things. I've been writing node-connection help via text over the last 6 months and is is painful when exclusively text lol

harsh briar
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:0

neon plover
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not sure if you can limit image uploads to the OP

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or if you want to be even stricter just giving "forger" the permission for the time being

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oh i might be stupid and you have to make the post first before the + icon to attach shows up, ill look closer in a bit

marsh flower
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that might be a nice solve.

neon plover
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maybe to start with since we would want guides to be higher quality.

marsh flower
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oh good

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(that's what i'd done already πŸ™‚ )

bold scaffold
compact marten
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Hello hi everyone πŸ˜„ πŸ‘‹

neon plover
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starting with a basic tutorial

hushed prism
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Hello everyone. If any new forgers have lighting/scripting questions I'm also available to help. I try to answer back quickly most of time unless I'm busy,and im more than happy to run around a map and help with tips/ideas. Or if you simply have a question,dont be afraid to shoot me a message. Glad to see this channel so I'm excited to see some new creations!

neon plover
# marsh flower oh good

make sure everyone has the ability to comment on threads and react though since we will need feedback from everyone πŸ™‚

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I have my first short guide posted

marsh flower
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hmm do we want responses on guides?

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i was thinking it would be neater to have just the guide?

neon plover
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Perhaps as long as forge role can reply to threads if its setup that way so other people with perms could bring up any improvements

marsh flower
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i do believe that's currently how it's set

neon plover
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ok cool sorry to bother you. Since this section is new it might just take a little back and forth to dial all the permissions in

marsh flower
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totally!

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don't apologize, i welcome the feedback πŸ™‚

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if i'm not around, you can also reach out to @bold scaffold

OR if it's something more in-depth, send a DM to @reef olive

bold scaffold
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Hello :)

marsh flower
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i am open to feedback and suggestions/thoughts

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i always assumed this would all evolve

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i also think people can make threads here too fun fact

bold scaffold
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Yep, public threads are on

neon plover
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What Sort of Guides Would help you most? Come tell Us

compact marten
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How do I get the Forger role btw? I haven’t gotten it yet πŸ€” Forge

formal relic
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This is a really neat idea.

marsh flower
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it's currently a very tightly curated role that's not up for grabs for everyone, Keven πŸ™‚

compact marten
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Okay πŸ™‚πŸ‘

bright finch
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oh look forge people

zinc gull
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nice profile pic foge that's an oldie

bright finch
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Had it since 2007 haha

inner coral
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i couldn't find a decent res of the companion cube one

neon plover
compact marten
ripe shuttle
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Quick question about scripting that probably doesn't warrant a whole post: Is there not a "Get Nav Marker" node? I'm looking at the "Nav Marker" node and the description says Creates a Nav Marker that can be accessed by the output pin or the "Get Nav Marker" node using the same identifier. Yet I can't find it anywhere. I'm also confused why the "Set Nav Marker Icon" has an input node for the icon since there doesn't seem to be any way to ever connect to it (there's no nav icon variable or output of any kind you'd ever be able to use)

sharp summit
inland peak
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My one piece of advice is don't use easter eggs from other IPs in your maps you want in MM...IYKYK.

marsh flower
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rip in pepperoni

inland peak
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He was the goodest of boys...

quick needle
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Uff da

flint flicker
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I guess I am uncertain where the best place would be to post Suggestions / Requests for the forge dev team.
It isn't soliciting feedback from the community, nor is it something I need Help with.
It isn't a bug report either.

There's all sorts of potential QoL features/ requests that frequent forge / script users might come up with.
An example of a simple one:
Have a button in the node graph that disconnects the currently highlighted connection or wire, rather than having to right click and delete the connection.
A more demanding one would be:
Add all the missing weapons to the weapon type node, so forgers don't have to place those weapons down on the map first to get an obj reference to them
and an even more complex request might be:
Add the ability to combine any weapons, not just a normal base weapon with a campaign/legendary variant ontop.
There's all sorts of interesting combinations that are rendered kinda useless because of the requirement to have the legendary weapon's projectiles (only volatile skewers, only riven manglers, only rebound ravagers, only tracking rockets, etc)

It would be nice to have a place for all of those sorts of feature requests to be collated

golden leaf
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Howdy forgers

ripe shuttle
# flint flicker I guess I am uncertain where the best place would be to post Suggestions / Reque...

I've wondered this too. Like where is the best place to give feedback about stuff that isn't necessarily a bug.

Like some things I can think of since I've been fighting with Nav Markers lately:

  • Object specific Nav Markers, what I mean by this is right now if you want to attach a nav marker to an object you need a SEPARATE "Nav Marker" node for each. There's currently no way to loop through a set of objects and attach separate nav markers on each of them independent of each other. The only way to really accomplish this is create a script brain specific to a single object and you'd have to duplicate that brain for each object you want the nav marker on.
  • Related to the last thing, maybe we'd need some additional nodes that have an "Object" input pin like:
    • Get Object Nav Markers
    • Get Object Nav Marker at Index
  • Add some more nodes for nav related stuff:
    • Lists Casts:
      • Cast to Nav Icon
    • Variables Advanced:
      • Declare Nav Icon Variable
      • Get Nav Icon Variable
      • Set Nav Icon Variable
    • Variables Basic:
      • Nav Icon
compact marten
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Okay, this might be a silly question.
But can I use the #1231009042701221971 to just casually post my WIP maps? Because I'm not looking for any feedback for my maps atm, I just want to show what I'm working on. And if someone wants to leave any feedback or have any questions about the map feel free to do so πŸ™‚

bold scaffold
compact marten
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Okay, nice πŸ™‚
But it says in the Read me first that we're supposed to use the #1231009042701221971 to showcase our WIP maps though πŸ€”

bold scaffold
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Oh, helps if I read the full post first

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Show and tell does say you can post in progress inventions. If you don't need feedback or aren't looking for any, it's probably still fine there

compact marten
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Ah, I miss read the "in-progress inventions" thing πŸ˜„ The other stuff made me think of that it's only used for completed maps.
Thanks for clearing it up πŸ˜„ πŸ‘ I'll wait a little before I post any of my WIP maps just in case πŸ‘

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Or I could just post my map in #1231009042701221971 anyway and say that I'm not looking for any feedback for the time being, because I've already got the feedback that I need atm πŸ€”

marsh flower
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i think show and tell wouldn't be bad

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i could add a WIP tag

compact marten
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Sounds good πŸ˜„ πŸ‘

marsh flower
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added!

ripe shuttle
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Is anyone else getting very frequent crashes while scripting lately? Specifically it is always when placing/editing the advanced variable nodes. I've crashed 3 times in the last like 20 minutes lol. It's getting ridiculous

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I'll definitely post a bug report but just asking

vivid siren
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I've not seen that increase, especially in direct relation to manipulating advanced var nodes specifically.

ripe shuttle
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Yeah it's odd it's with those specific nodes but it's happened SO often lately I've been able to pinpoint to those. And I'm on PC FYI

sharp summit
marsh flower
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updated

flint flicker
marsh flower
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done

flint flicker
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many thanks! I apologize if the flood of requests is annoying, but know that it comes from a passion for the Forge and a desire to make this as helpful of a place as it can be ha

marsh flower
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it's not a bother at all πŸ™‚

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i expected growing pains πŸ™‚

ripe shuttle
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sam is the real MVP

marsh flower
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@desert quartz

desert quartz
marsh flower
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thank YOU!

bold grotto
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Hiii

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I want to invite you guys to my new trailer, it's the silent cartographer as a remastering of the classic Halo Combat Evolved map, it premieres this May 19, links in the channel, forge - show and tell πŸ™‚

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By Mexican forgers

harsh briar
prisma onyx
strange thistle
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Hoping this chat is okay to talk about an issue I'm having. I'm struggling to get the (Capped) achievement on Halo 5 Forge does anyone know how to solve this ? or if it's actually an issue ? then that's the only halo game i can't get 100% achievements

pearl void
strange thistle
ripe shuttle
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Does anyone know how to tell in a script when a player has started taking a power seed out of a socket? By default it takes 8 seconds to remove it and I know there is "On Socket Removed" but that fires when they've finished. I want an event to trigger as soon as they start. I've tried the "On Object Interacted" event but that behaves the same as "On Socket Removed"

marsh flower
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@indigo sierra no self promotion please and thank you

shrewd rover
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When do I get a free master chief helmet

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Put me in contact with Bill Gates now

verbal echo
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Can I aquire the master chief helmet from Tom Clancy's Rainbow Six Siege

golden leaf
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Great forge questions btw πŸ˜‰

shrewd rover
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Yes

zinc gull
vivid siren
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I don't think we have a way to detect the beginning of that interaction unless 343 gives us a specifically tailored node.

vivid siren
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You could try the non-Forge sections, maybe.

worn hinge
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Anyway to do a fade to black in infinite forge?

ripe shuttle
vivid siren
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Could potentially have dark fx stack in front of each player, but that's gonna get expensive really quick and may also be jank as hell.

ripe shuttle
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Maybe try using the "Slipspace" FX and scale it really big?

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It completely blacks out the screen when you get close to it

vivid siren
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true, could have it approach a player from behind, but everyone else would see it

also, you can't stop players from looking around

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(them caveats)

ripe shuttle
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Well if it was to fade out for everyone all at once I'm saying you could just have a single slipspace FX and scale it so it covers the entire map. I'm not sure if that's what they want though

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Although that may be more instant than a fade, I don't know

vivid siren
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That was my worry

gleaming oriole
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we translate slipspace FX during an intro sequence on Hydro Station for fade to black/fade back in. each person needs their own instance of the FX and it's simultaneous. but feel free to check it out if you're curious.

vivid siren
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I know that would fade in, I was worried about set pos being a issue for being instant.

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I think it is, from what I was testing with something else, tp-ing people into one.

true rain
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I saw that forgers made a functional Flood carrier(having some trouble finding that post), so I just gotta ask.

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Just what exactly is the limit of Infinite's forge mode?

zinc gull
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I guess the limit is determined by the scripting nodes, they determine what is possible or impossible. And then the limits per map for fx, objects, stuff like that.

vivid siren
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Functional is a bit of a stretch, there isn't any npc ai powering it, after all, but you can certainly emulate quite a bit of behavior and get close to things like that.

compact marten
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It would be cool if we could "lock" certain parts of the Nav Mesh so we don't need to worry about it getting broken or something and to save up some bake/build time πŸ€”

hot sierra
flint flicker
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the approach for making a flood carrier is to take a Brute Berserker, modify their traits to slow them down and lower their health, periodically poll the distance to hostile AI / players, kill them if close enough, spawn a fusion coil when they die, instantly destroy it, and then (optionally) spawn some of the flood infection form pods that are a WIP.

I've toyed with placing flood objects ontop of them every frame with No Collision, but that still blocks their sight so they won't pathfind to enemies. A 'simple' work around for that is to set a target follow object, and manage the target prioritization for the "carrier forms" that way.

There's also no way to detect HOW much damage is done to those flood pod objects, so they are either one-hit (or N number of hit) kills or un-damageable. Either making the carriers armored or too fragile.

So to answer Dr. Man's question, the limits are:
We can control AI pretty well, but not perfectly. (I wanted to use grunts for Flood infection pods by removing their ability to fire, but they still flee and dance like grunts)

We cannot detect how much damage is done to arbitrary objects (only destructible ones), but we can detect that they were damaged in the first place.

Manipulating objects with scripts requires them to be a fixed size (because collision detection would be not nice with resizing objects), so you cannot easily script a flood pod growing out of the ground, for instance.
That means a scripting longsword fly over has to be made out of a preset list of pieces that cannot be resized.

We cannot update objects every frame, Every N Seconds has a minimum value of 0.1 seconds.
There's a lot of Projectiles we cannot detect with Area Monitors, so no manipulating AR bullets

There's some limitations around the sound FX, like we cannot control their volume, or play a "3d sound" for everyone at the same time and volume (without placing a sound emitter on each of their heads)

compact marten
hot sierra
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That would potentially involve working with Havok to change the way that Nav Mesh system works. Technically it's likely feasible with a LOT of work, but statistically it's incredibly unlikely we'd ever go down that path for such minimal gains.

flint flicker
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Any chance that non-destructible objects could pass along the damage taken into On Object Damaged? Would that require giving every object a non-zero health value and then negating any damage given to them?

hot sierra
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I believe health values are added in when the object is authored. Any object with a non-zero health value should be able to pass along damage taken with that node.

flint flicker
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Right, so most objects have a zero health value.
If you're trying to script a destructible wall (from a non-destructible piece) it requires doing some node gymnastics and with trade offs.

We cannot just give that wall object a health value with Set Object Health, right?
It will always be zero and will never pass a damage value into On Object Damaged.
Our only options are:
counting the number of times it is damaged,
trying to detect explosive projectiles entering the area,
or trying to use a destructible proxy object to handle damage

hot sierra
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correct, you cannot set a health value in Forge

flint flicker
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Is there any consideration to implement that, either by passing in the damage value taken even when Health == 0, or being able to assign health to arbitrary objects?

hot sierra
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not that I'm aware of. given the current system, it would require re-authoring a bunch of objects which is a non-starter.

flint flicker
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I assumed as much, thanks for the response though

hot sierra
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yep, no problem

white apex
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Yo real quick can I set a players spawn value

flint flicker
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That would probably be one of the bigger feature requests. I know a lot of "core defense" type game modes use a combination of the above work-arounds, usually just doing a fixed amount of damage each time On Object Damaged is called

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That and being able to assign event listeners to a list of objects rather than individual static references.
Wiring up, say, 32 On Object Damaged nodes (one for each of the Flood infection form pods) isn't the worst thing in the world but isn't exactly fun lol

cinder cipher
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Hey guys - maybe asking in the wrong spot, but how do I activate the bandana skull during a Raid? Or is it something you have to find on the map?

flint flicker
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If you mean scripting, you can activate a skull with a node in nodegraph

strange thistle
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Does anyone here know anything that can help with (Halo 5 forge - Capped Achievement)
Description
Attach a screenshot to your forge map.

The achievement is simple. But there's an issue with the achievement popping up on - Halo 5 forge - my files - screenshot.

I also heard that the achievement is broken ?

zinc gull
# cinder cipher Hey guys - maybe asking in the wrong spot, but how do I activate the bandana sku...

it's up to either map scripts to enable it, or finding on the map, if the creator placed an object on the map that through scripting, triggers the bandana skull. Most creators use a generic skull object and player interaction triggers whatever skull they choose, because that is what players are familiar with via campaign skulls.
totally up to the map. perhaps someone knows a secret way to activate a bandana skull on that specific Raid map, if the forger added such a thing. i don't know. The scripting is well done for their maps, and they have updated and added fun weapon combos to the AI, so maybe.

but u can enable infinite ammo and infinite equipment via pre game settings too

slow dagger
twin furnace
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Huh

sharp summit
ripe shuttle
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Really random, but I just wanted to share something I started doing in node graphs to be a bit more organized, especially with big/complicated ones. It's all about how I name my identifiers. I am a software developer for my career so how you name variables/functions in a standardized way is very important. So I started doing this:

Variables: (let's use a Boolean type called "Door Opened" for example)

  • Global Scope: DoorOpened (UpperCamelCase)
  • Local Scope: _DoorOpened (UpperCamelCase with _ prefix)
  • Object Scope: doorOpened (lowerCamelCase)

Custom Events: (let's stick with our door example and use an event called "Open Door")

  • Global Async Event: OpenDoorAsync (UpperCamelCase with Async suffix)
  • Global Event: OpenDoor (UpperCamelCase)
  • Event: _OpenDoor (UpperCamelCase with _ prefix)

Just thought I'd share what helps me!

flint flicker
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I almost never use locals. Almost every time I have I end up using too many nodes on one brain and split it into two.

So I just use obj_ as a prefix for any obj scopes, and always use_underscores for names.
I also use do_ as a prefix for any events, but delineating async is a good idea

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Is there really any benefit to using local scopes for variables and events? Maybe they're slightly lower weight, or if you're using a bunch of duplicated brains to implement a common functionality (like a prefab with a door, activation area, and brain to control them)

ripe shuttle
flint flicker
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I also use is_stuff for booleans

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obj scope is much more flexible, given that objs are the main thing you can pass into events

worn hinge
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I'm trying to teleport all players to a single point in scripting but having some issues, just wondering if someone could give me a bit of advice?

jolly cradle
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What is the difference between customs and forge?

zinc gull
# jolly cradle What is the difference between customs and forge?

Forge is the mapmaking tool ingame. You spawn as a monitor/editing form and can switch to test or play forms in order to test or play the map and the scripts you have added. You can add tons of different objects, AI and scripts to tailor the map to your liking. A great tool! Customs is just the map, no monitor or editing form, all players are in normal spartan form.

but i say Forge is more focused on the map making process, and many channels are focused on that since the process can be tricky and there is a lot to learn. Customs is oftentimes a forged map being played by people.

ripe shuttle
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Anyone have any luck getting the new Object Filters to work on a Power Socket? I think it's a bug that it doesn't work, in which case I'll report it. Unless I'm misunderstanding how it works

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No matter what I do with either the player or team filter, it doesn't stop me from planting/taking the power seed

gleaming oriole
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save check

zinc gull
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are servers exploding or only my connection

vivid siren
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sorry guys, was saving a big script

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didn't mean to kill the servers

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πŸ˜‰

zinc gull
neon plover
vivid siren
candid inlet
#

Does anyone know how to disable zoom in forge?

flint flicker
#

I don't think you can. The only node I see for dealing with zoom is: Get Is Zoomed to tell if a player is zoomed.
You could poll every player every 0.1s and if they are zoomed, do 1 damage to them to unzoom them

zinc gull
#

Content browser servers are back!

candid inlet
#

Oh wait you can set a trait to prevent weapon firing that applies when a player zooms in.

sharp summit
# candid inlet Does anyone know how to disable zoom in forge?

I think you can combine a zoomed weapon with the configuration of a weapon that can't be zoomed in like a hammer so then it disables the zoom while keeping the weapon projectile unaffected. The only difference will be that the weapon icon on the bottom right will show a hammer

bold scaffold
carmine lodge
#

Oops wrong chat

slender raft
#

Hey all! Is it possible to forge a "payload" gametype?
Similar to Overwatch or XDefiant?

Always wanted that in Halo.

inner coral
tawdry mango
#

is today's update a CU? a patch/download?

marsh flower
#

yes, there's a CU

tawdry mango
#

thanks sam!

#

oh it literally just popped for me. I guess I could have waited 5 mins

marsh flower
#

hahahaha

tawdry mango
#

recedes into bushes

flint flicker
#

Do you know if there's any hidden forge changes in this CU?

eager olive
clever gull
zinc gull
#

welding vehicles is so fun i wish it was more reliable esp with the pelican obj

tranquil tendon
#

I made a small CTF map, baked navmesh and it seems okay, but bots just running around like dummies near spawn and dont even try to capture the flag πŸ˜„ Is it normal for bots or i missing somth?

flint flicker
#

have you tried messing with the bot ambition stuff?

vivid siren
#

You shouldnt need that for CTF. There are bot nav markers you can place that do the things, iirc.

kind garden
#

I’m looking for forge for real

#

For halo infinite

flint flicker
#

elaborate

kind garden
#

What

true rain
#

good luck and cook good in forge πŸ‘

flint flicker
true rain
#

it's forgin time

flint flicker
#

it's always forgin time, I am confused what they are looking for lol

marsh flower
#

he's looking for forge for real

#

#helpfulsam

flint flicker
#

type maybe? Perhaps he was looking for forge for eels?

#

typo

marsh flower
vivid siren
#

πŸ˜”

humble crystal
#

Does anyone here remember halo 5 forge having toys in props like Timmy the whale and Kevin the Crab which are absent in infinite forge is it possible for them to come back to halo infinite forge and possibly more editable decals like seashells and more texture swatches forerunner and banished structures in mp?

gleaming oriole
tranquil tendon
#

OKay so i lost 2 hours of work on map because i dont know why

#

I feel angry very very very angry

civic ravine
#

Dang, sorry to hear that

willow jolt
#

If I had a dollar for every time that happened to me… I would have many dollars now.

tranquil tendon
#

I dont understand what i`ve done wrong, i saved everytime i quit forge

#

Maybe ive chosen the wrong version

#

me sad((((

willow jolt
#

It’s not your fault. Forge crashes often. I bet you can make it even better next time.

vivid siren
# tranquil tendon Maybe ive chosen the wrong version

make sure you are loading the most recent version
if that doesn't have your progress, load old versions and see if they have your progress

odds are you loaded an old version after leaving forge and then loading the level again, as it doesn't update the lobby to having the newest version selected when you exit forge

in that situation, if you load the level details from the lobby right after exiting forge and edit the metadata, you can actually be creating new versions using the old version that is currently selected (it will be the version that loaded when you loaded the level for the session you just exited). The version you saved changes to in forge will still be there, but the newest version will be a copy of an older version with the name/description/tag changes you made.

light crescent
#

If anyone around here understands Halo Infinite scripting, can I get an explanation of what the Mode Brain is - I have no idea what it is or how to use it.

pearl void
light crescent
civic dragon
warm edge
#

is there a way to make a gameplay that every kill u get u spawn a new gun

lost light
#

Prolly not the best person for this, but I think if you could figure out a way to manipulate the Escalation mode you could do that
idk if you can change the weapons it gives, nor how to actually to that though, I've never really messed with scripting

willow jolt
ripe shuttle
#

Is there a way to stop a for each object loop? I want to loop through a set of objects and then use a "Branch" node and if it's true, then I stop

flint flicker
#

nope

#

use a branch as the first thing attached to the Execute pin, use a boolean variable as the input, set it to false when you've accomplished your loops goal

kind garden
#

Who knows how to make map

vivid siren
# ripe shuttle Is there a way to stop a for each object loop? I want to loop through a set of o...

@flint flicker answered this with a solution, but I'd also like to add that a for each loop doesn't work like that, you actually want a different kind of loop that we don't have a single-node solution for.

Without some sort of built in way to exit a loop in whatever language you're using, for each goes through the whole list.

@flint flicker's solution will always process the entire list, it just won't get past the branch in each iteration if the condition flips, so the end result in game will be as if it didn't process those iterations at all.

If you want to stop processing completely, you'd have to go through a bit more effort and write a recursive loop that iterates through the input list until the condition changes. Very doable, just not really better unless you're trying to be efficient with server CPU time on principle.

#

The thing to remember is that, unless one of these iterations has to do something that isn't instant, the whole loop will process with no outside influence, so the thing that flips that Boolean will have to happen as part of the loop itself so it can check to see if the boolean should flip each iteration.

kind garden
#

Are you a forge @vivid siren

vivid siren
#

No. I am but a man with a giant fist for a head.

kind garden
#

πŸ˜’πŸ˜’πŸ˜’πŸ˜’

flint flicker
#

Recursive events is a clever solution if you really need to break mid loop evaluation

vivid siren
#

I write about as many recursive loops as normal loops, these days.

ripe shuttle
#

Is the only way to loop recursively with custom events? The problem with that is that only works for object lists, I am looping through a generic list

#

It sounds like in that case I may just need the boolean variable instead. Which is fine

vivid siren
#

You can loop through a generic list with a recursive custom event

#

you just can't pass it into the event and have to use a variable

#

use the number input of the custom event to count up and get each index in turn, just like with the object list

willow jolt
#

Yeah I normally go for compare number -> if less than number limit = True -> increment number variable and repeat loop. I’ve used this countless times recently.

flint flicker
#

without any evidence to back it up, my intuition is that:
loading a single object list up, iterating through it entirely, and branching right away
is probably has less overhead than invoking a custom event in a recursive loop for each required element
at least at "normal" list sizes lol

vivid siren
#

It's less nodes and likely computationally cheaper to use the built ins and add a simple branch at the front of the execution, yes.

flint flicker
#

It would be nice to get a Break node though

kind garden
flint flicker
#

I have not really understood a single one of your messages lol @kind garden

kind garden
#

I want you to be my forge for my clan

flint flicker
#

ah I see, I don't mind helping people out but don't really have time for a dedicated group

kind garden
#

Okay I’m looking for forge in my clan so how can I find them

flint flicker
ripe shuttle
#

I'm probably going to stick with the boolean variable though and use a Branch for the first node. Like you all pointed out it is less nodes and probably cheaper on CPU usage

flint flicker
#

If you had a HUGE list that you really want to break out of, like say a generic list being used as a make-shift database of every object in the game-world, then yeah a recursive search might be much more performant.
I keep falling into the trap of trying to optimize things for performance before I ever even get a crude working prototype... which might explain why I've published basically nothing

vivid siren
#

Nah, run up the server bill till they let us just write things in havokscript instead of forcing inefficiency via the nodegraph.

vivid siren
#

Better yet, reverse engineer Halo Infinite so we can extract, assess, and inject our own havokscript parcels. πŸ˜‰

sterile marlin
#

Anyone tryna play Halo Infinite?

swift grailBOT
#

If you're looking for other Spartans to join you in battle, check out our LFGs:

#lfg-competitive – For ranked/competitive matchmaking
#lfg-social – For social/casual matchmaking
#lfg-campaign - For campaign co-op
#lfg-forge - For map/mode building and testing
#lfg-customs - For custom games
#lfg-other – For firefight, spartan ops, etc
#lfg-espaΓ±ol – Para jugadores hispanohablantes en cualquier categorΓ­a de juego
#lfg-hcs-scrims-or-teams – To help you find a team or secure some scrims

Don't forget to check out #lfg-and-voice-chat to learn about the !lfg bot, how to use it, and how to create your own voice channels.

ripe shuttle
#

Is it just me or is the only way to play multi team with forge scripting? I see there are a few forge prefabs for multi team scripts. That absolutely baffles me how it's not just built into the game modes.

#

So if I want to play multi team on a map I have to create a new copy of the map, drop the prefab in, then play it? Geeze

flint flicker
#

it isn't built into the game because the new armor coating + overlay system only really works for two teams.

#

In OG games with multiteam, you could say "green team is winning, prioritize them" - Now you have to say "Eagle is winning?"

vivid siren
flint flicker
#

it is less fluid calling out specific team colors and identifying them in the fray

#

which was kinda, the main point in multiteam vs just teams or FFA IMO

vivid siren
flint flicker
#

precisely my point

ripe shuttle
lost light
flint flicker
#

even if you give the option to have multiple overlay colors for different teams, you have no way of making sure that everyone else has that same color so communicating is again, impacted

lost light
#

yea

flint flicker
#

if your only team-mate agrees with your color schema, it would be better

#

but now every other team has to do that too or their ability to coordinate is impacted.
It isn't insurmountable and "game ruining" - Multiteam would just feel more clunky than previous iteration so it was probably not favored for those reasonsn

ripe shuttle
#

That's a shame. Yeah I very much preferred the old color system in older games

#

Doing it with scripting also means we can't set up teams in the lobby

vivid siren
#

correct

flint flicker
#

yep.
An override to force certain armor coatings would work. But uh, I don't think that's a desired system

vivid siren
#

you could at least split people into team 1 and 2, and then have it split team 1 into 1 and 3 and team 2 into 2 and 4, etc, to try to keep some people together but it's painful that it even comes to considering something like that.

ripe shuttle
#

Yeah it's not ideal

#

Just to be clear, cause I don't know how mode brains work, you don't need to edit a map for that?

vivid siren
#

you place them and edit them in forge, test to make sure the code works, then you save a mode prefab of at least 2 of them, delete them from the level, and will have a game mode in your files that has the name you saved it as

#

you can update them by placing the mode prefab on a level and editing the code on it, then saving it

if you ungroup it, it will break the link to the game mode file, so leave it grouped and change the parent brain in the menu to change which graph gets opened.

ripe shuttle
#

Okay now that I know how those work, that actually blows my mind that I can do that

flint flicker
#

lol we could rig up a system to choose your teams by using player marks, and if two players mark eachother, they get added to the same team. Good luck anti-cheesing that though

#

after a duration, anyone not on a team gets randomly plomped in

ripe shuttle
flint flicker
#

change teams would require honor systems

#

which sometimes works

vivid siren
# ripe shuttle Okay now that I know how those work, that actually blows my mind that I can do t...

it's a really cool thing in a sea of frustration and lacking tools, but it also comes with some major caveats

the worst of which comes when you try to update a node mode that you have bookmarked and it keeps replacing each new version with a copy of the version it had when you bookmarked it every time you change the name, description, tags, or screenshots.

You can see your code jump backwards because of this

ripe shuttle
#

Oh I missed what you said about two people have to mark each other. It is a mutual process lol. I misunderstood

flint flicker
#

yeah. It would be hard to get set up in a good way (how do you even communicate that in game ui?) -

#

you'd have to spawn everyone without the ability to do damage, let them run around for a minute to choose their teammates, and then start the game

ripe shuttle
#

Can a mode prefab have a mix of both mode brains and script brains? Or just mode brains?

flint flicker
#

only mode

#

script brains are restricted per map.

ripe shuttle
#

Sweet. Thanks guys. At least now if I want multi team I don't have to change an individual map

#

Now that I know this I mean

flint flicker
#

well

#

consider how spawning will work

#

most maps have neutral spawn points with team 1 & team 2 respawn zones, yeah?

ripe shuttle
#

You are probably correct. The spawning would probably be messed up

flint flicker
#

only one way to find out!

#

it might be as easy as dropping a team 3 & 4 respawn zone on the maps

ripe shuttle
#

fingers crossed 343 actually happened to have them already on the built in maps lol

#

I'd have to check, but I doubt it

flint flicker
#

they do not

ripe shuttle
#

infinite may have the best forge yet, but man, the hoops that must be jumped through

flint flicker
#

Yep. Dance monkey, dance!

#

Still having a blast scripting stuff up, edge cases and all

ripe shuttle
#

Same though

hot sierra
vivid siren
#

Mostly humor, but the overall thrust of wanting to not need nodes to be developed and pass cert to access systems already present is very much real.

hot sierra
#

Forge runs on LUA. There is no world where havokscript is introduced into that system.

#

And there is no bypassing cert in any way, shape, or form when it comes to this.

vivid siren
#

I wasn't sure of the exact relationship, but there are experiments going on right now with writing custom modes via what appears to be havokscript, but could just be basic Lua, and launching them.

#

I wasnt suggesting bypassing cert, just referring to the process that is required to go from having something in the game code and being able to use that thing when scripting in Forge, just takes time and man hours, has to be justified for each node, all those things.

hot sierra
#

I'm sure it's frustrating that the process can take time, but that is part of game dev. I too would like to have things implemented overnight, but that's just not the way that it works.

vivid siren
#
function silly:Initialize():void
    self:RegisterGlobalEventOnSelf(g_eventTypes.weaponPickupEvent, self.HandleWeaponPickedUp);
end
function silly:HandleWeaponPickedUp(eventArgs:WeaponPickupEventStruct):void
    local obj = Object_CreateFromTag(MPVehicleTags.warthog);
    object_teleport(obj, eventArgs.weaponPosition);
end
#

Just seems like it would raise the ceiling for those of us who can actually use it while making it so that we're not held back by the bottleneck of creating nodes, while also potentially being much more efficient from a CPU-time perspective.

#

And, to be fair to myself, I never suggested that development was fast or that things could happen overnight. In that respect, I would just look at the years of dev time prior to and after release. I would be surprised if you guys weren't even more frustrated than I am about how things panned out.

vivid siren
#

(also, our last interaction, I figured your DnD status would keep you from getting pinged in the middle of the night and just leave a dot for you to check the next day

also also, I can't dm exuberant witness because it appears to have me blocked)

marsh flower
#

you have DMs off, you need to open them to DM the bot and close after the interaction is complete. the bot cannot block

#

i don't really feel comfortable allowing uploads here currently.

#

you should be able to paste a YT link, however.

vivid siren
marsh flower
#

correct πŸ™‚

vivid siren
vivid siren
marsh flower
#

it might not embed - i'd have to check perms

#

but it will not get deleted

#

which is a decent middle ground currently.

vivid siren
#

Another also: I'm pretty sure it nuked my message because of the auto mod that is set up to detect too many line breaks. That should be disabled for those forums if possible. Lots of bulleted lists and other such formatting to properly explain things.

flint flicker
#

Has there been any discussion about releasing official documentation on the forge scripting? Right now trying to find a specific node that you don't know if it exists / where it would be requires using 3rd party, community made spreadsheets

#

any updates to behaviors or nodes requires that community to accurately update those resources, which has delay and understandable innaccuracies

vivid siren
#

Unless that documentation was a living document with some sort of comment section, I'd hazard you'd still be looking at third party information sources so you can read up on various caveats contradicting the documentation that are discovered by end users. This is already an issue with in-game tooltips that are inaccurate or just outright wrong, like the one that still describes spawn order as being something we can use for scripting when there aren't any nodes to interact with that at all.

humble crystal
#

Hi I'm still wandering about the sentinels being in the AI in forge is it possible for them to be added in a future update? I've been wanting sentinels for a while

flint flicker
#

Same with viable enemy banshees. The issue is we have the ability to make a nav mesh, that is 2d. on the ground. We need the ability to make a custom Nav Volume. Campaign can just premake areas where they can move, since thet terrain is static. Making it work with any possible area people could make in forge is understandably more complicated

#

a simple "nav volume box" that ONLY pathfinds within that one volume, and may not intersect any other static objects, might be a workable middle ground

hot sierra
flint flicker
#

Sad but understandable.
Even just a basic, "one single non-intersecting box per map" would be a heavy lift?

#

It would still be neat to have non-moving sentinels that we could script around, as long as they rotated to face enemies and attacked them.
But I get that is kinda janky and would lead to a flood of people complaining that they don't work when they spawn them in firefight

humble crystal
#

Ok that's understandable what about the rest of the animated forerunner doors and doorframes or is that palate already finished?

#

I really would like to fully build forerunner structures but the doors lack doorframes sadly the sentinels are not likely to be added what about the grunt mule and bouncer do they require the same nav mesh as the banished AI?

flint flicker
#

bounceR?

humble crystal
#

Yeah a grunt ultra with shields just like bipap

hot sierra
flint flicker
#

yeah, makes sense. Thanks for answering questions, I know we can be a bit excited about this stuff; we just want Forge to be as awesome as possible.

vivid siren
#

I'm sure most end users would be happy if they behaved under the same constraints as skimmers, but just hovered a bit higher.

humble crystal
#

So you're saying sentinels is a possibility or no?

#

I get the feeling maybe not

vivid siren
hot sierra
vivid siren
#

I realize that. I was thinking along the lines of adding a new unit that is a ground-bound sentinel would be a smaller lift than adding the ability to generate aerial nav mesh.

hot sierra
#

There is no world where we get new or modified campaign content like that brought into Forge.

humble crystal
#

What about the grunt mules they're part of the banished AI they're not in the list would they use the same nav mesh as the banished AI?

#

And marines

hot sierra
#

Marines are in the AI list.

#

all campaign AI allowed in Forge and spartan bots use the 2d nav mesh data

humble crystal
#

Kinda feels like the only grunt mule in the AI in forge is the hvt briglard cause there's no grunt mule with the rest of the grunts in the list

#

I've been trying to build forerunner structures but the doors lack doorframes and been wandering if that's it for the palate

flint flicker
#

grunt mules probably have some modified systems due to carrying extra weapons that no other AI does. That might not slot nicely into the existing forge AI framework?

#

Do you know if the change to area monitors (that makes then unable to detect wraith mortars anymore) was intentional, and that is now the standard behavior going forward?

humble crystal
#

How about reactive flora objects are those possible in forge? I mean just like reactive water since sentinels and grunt mules aren't possible at least reactive flora cause I figure that the forerunner palate is already done with but thanks for clarifying about the sentinels btw

tranquil tendon
#

How Folders work in Forge? I thought its something like Hierarchy in blender but i cant choose nav cutters in it

zinc gull
void dust
zinc gull
ripe shuttle
# flint flicker it might be as easy as dropping a team 3 & 4 respawn zone on the maps

Just an update on my multi-team scripting adventure. I got a working script now! It is required that I drop additional spawn volumes for teams 3 and 4, although no matter what I do the initial spawns are messed up with the intro sequence. I've added the team intros for teams 3 and 4 but they are never getting used. For example a player that is initially on Eagle team in the lobby will still spawn at the Eagle team intro spawn even though I've changed their team to Hades (team 3) on game start. It's like the initial spawns are already established before my logic to change teams has happened.

vivid siren
#

you may be able to subvert that by disabling player spawns at round start and on player joined, then enabling them when their team value has been properly set

#

you would want to treat join in progress players differently

ripe shuttle
#

How would I disable the spawns? Just using the Delete Object node on the spawn point? And then Spawn Object to re-enable?

civic dragon
#

I think you'd be able to loop through the spawns using "Get All Spawn Points" inputted into a "For Each Object" loop, then using "Set Spawn Point Enabled (false)" on each object in the list. Then after setting teams re-enable the spawns using the same structure, but with "Set Spawn Point Enabled (true)". Though I'm not sure if Get All Spawn Points returns initial spawns as well, might have to test. https://wiki.thescriptersguild.com/main/halo-infinite/scripting/nodes/node-data/pin-data-reference/ai-nodes#set-spawn-point-enabled

ripe shuttle
#

Oh okay I wasn't aware of the set spawn point enabled nodes

vivid siren
ripe shuttle
#

Okay I'll try blocking the spawns for the players first and then unblocking after all the teams are set

vivid siren
#

if you're using spawn volumes, you could also have a failsafe where players that do spawn (during the period of your init scripts that sort them to each team) are sent to 0,0,-10000, which will put them back into the respawn queue without causing a death event to trigger

#

fav trick

ripe shuttle
#

Lol that's a neat trick

ripe shuttle
#

So I tried both suggestions and had no luck:

  • Blocking each player's spawn on game start, then unblocking after their team is set
  • Teleporting each player to 0, 0, -10000 (I tried doing this on game start first before setting their team, that didn't work. Then I tried after setting their team and still no luck)
#

I guess I didn't try both of those at the same time though, don't know if that would make a difference

vivid siren
#

Well, I at least know that blocking player spawns using On Player Joined will prevent them from spawning at the start of each round and when they join in progress.

#

So that should at least get you to not having players spawn until their teams are set.

ripe shuttle
#

Oh okay I'll try using on player joined, I was using on game start

#

I figured they would behave similarly in the case of the start of the match

vivid siren
#

it should

#

also, use round start instead of game start so your stuff works past round 1

#

only use game start for things that would not need to happen every round

ripe shuttle
#

I don't want teams to be set every round though. They should only have to be set on round 1

#

They stay the same each round

vivid siren
#

this is true, but I'm no longer talking about setting teams

ripe shuttle
#

Oh yeah, fair

vivid siren
#

also, you want to set teams as players join, rather than specifically when the game starts
you will still end up setting the teams of the players that are in the match at game start...at game start...but you will also capture the players that join in progress with the same code and not have to write two separate ways of handling team distribution

#

it also saves you having to do a loop because you're just operating on the player output of on player joined.

ripe shuttle
#

Yeah I actually am using the On Player Joined as well as the On Game Start, they just both trigger the same custom event. Except the On Player Joined has a branch node that only triggers the event if joined in progress is true (since on game start handles when it's false).

The ONLY reason I did that though is I was having trouble with some of my logic and introducing a "PlayersToProcess" object list variable solved my issue. I may be able to get away with not having that though then I don't need the on game start node

#

The only reason I started using that variable so I could exclude players in that list from my "Get Players On Team" checks cause I was having issues determining which team a player should move to

#

I may be able to tweak my logic though and not have to worry about it

ripe shuttle
#

I did tweak my nodes around and I am only using the On Player Joined node now to do all of my teams changing and it all still works as it should. Although I still can't seem to get the players intro sequence fixed with your suggestions. I verified blocking the spawns does in fact block them as it should, but as soon as I unblock after the team has been set, even with a "Wait N Seconds", they STILL spawn all spawn at the Eagle intro spawn. I also tried the teleport suggestion and still no luck. It seems like no matter what it just still maintains the initial team for the intro or something

#

I still haven't checked out your mode you linked though so I'll check that out at least

vivid siren
#

It doesn't do anything that would get you around that initial spawn issue. You may just have to delete the team intro arcs with the 4 built in spawners. Those were a bad thing for Forge anyway. I know they serve a purpose for MM and the UX that 343 wanted for it, but they really play hell with making custom experiences. I don't use them, ever.

ripe shuttle
#

Yeah it's proving to be a nuisance lol I'll just do that. I wanted to get this working with the least amount of changes to the map as I could but that's okay

#

Thanks for the help anyway dude you're a real help here all the time

humble crystal
zinc gull
#

I luv AI Traits. I have some waves of speed hunters it's fun

viral tiger
#

Need a Forger for the Holy Legion. If anyone is interested, hmu.

bold scaffold
ripe shuttle
#

Is there a way to change an item in a generic list without changing its index? I know I can remove the item and then add one but that will result in a new index. My size always has a size of 8 so there's no issue with maintaining index

vivid siren
#
  • declare generic list: somethingQueue
  • example: want entry to contain player team, location, aim vector, and velocity
    • adding entry to end of queue
      • get each value, add generic item to somethingQueue, allowing duplicates
    • getting 1st entry from queue
      • request Nth entry from queue
      • get generic item at index N from queue list, cast to team, you have their team
      • get generic item at index N + 1 from queue list, cast to v3, you have their location
      • get generic item at index N + 2 from queue list, cast to v3, you have their aim vector
      • get generic item at index N + 3 from queue list, cast to v3, you have their velocity
    • removing 1st entry from queue
      • get generic list size of queue > subtract 4 > get last N generic items from queue > set generic list variable (somethingQueue)
    • removing Nth entry from queue
      • ( ( N - 1 ) * entry_size ) > get first N generic items from queue > A
      • list_size - ( N * entry_size ) > get last N generic items from queue > B
      • A/B > combine generic lists > set generic list variable (somethingQueue)
    • injecting entry at front of queue
      • get each value, feed into basic generic list variables and combine as needed > A
      • get generic list variable (somethingQueue) > B
      • A/B > combine generic lists > set generic list variable (somethingQueue)
    • injecting entry at Nth position in queue
      • ( ( N - 1 ) * entry_size ) > get first N generic items from queue > A
      • list_size - ( N - 1 * entry_size ) > get last N generic items from queue > B
      • get each value, feed into basic generic list variables and combine as needed > C
      • A/C/B > basic generic list variable > set generic list variable (somethingQueue)
vivid siren
#

Just replace queue with whatever you're actually doing, its more like a db than anything else.

ripe shuttle
#

Dang, very thorough. Thanks!

twilit minnow
ripe shuttle
#

Has anyone else encountered a bug where a teams score is not updating in the forge UI? When I use the "Adjust Team Points" with an adjustment of 1 sometimes it is not updating in the UI at the bottom of the screen showing Eagle and Cobra's team points. But other times it shows fine.

Although it does in fact seem to make the adjustment behind the scenes. If I use the "Get Team Points" node and print to kill feed, it shows the correct number.

Even weirder is if I trigger a second "Adjust Team Points" and it happens to update correctly it jumps from 0 to 2 (like it did actually know it was supposed to be 1 previously but just didn't update visually)

#

I can't get it to happen in custom games at all, it always updates correctly there so it's just in forge. Just makes testing very annoying

vivid siren
#

iirc, they didn't always have that there and you used to have to show it in objective banner while testing in Forge, so I just would pivot to having it show there while in Forge and not trust the other UI at this time.

ember gull
#

Guys I have a question

#

For pc is halo infinite not working ?

vivid siren
#

Forge chat probably isn't the place to ask about troubleshooting your Halo install when it won't launch.

ripe shuttle
vivid siren
#

I've found it's generally a good idea to make it so the banner displays things based on state, so you could have something running every second to update it, but depending on state, it displays different data. This tends to be more reliable than just setting the banner when changes occur.

In simplest use, this would be like having a boolean that changes when an objective is controlled or not and the banner showing a different message depending on that boolean, or having it update every second to show the current value of some scripted variable or game value, like team score.

You can add layers to this and have it display things based on state and priority order, so you could add another boolean that is checked first and change the behavior of the banner display with that toggle. This could be as simple as plugging it into a Get Is Forge Mode so it only does that other thing during Forge, or you could leave the input blank and have a manual toggle in the code for debugging purposes. This would give you a juncture at which you could tack on a debug banner and a switch to turn it on and off, allowing you to keep your banner for other uses and flip it to showing score, or whatever else you need, for debugging specific things.

With it being state based and priority order, you can have even have messages splash temporarily over other data, or even cycle through different data-points, easily, just by flipping/reading from booleans and other conditionals.

humble crystal
#

Ok what is and what is not possible in forge I'm wondering if reactive flora is possible to be added to forge?

willow jolt
#

Depends on how you define β€˜reactive’.

#

Destroying it or adding some fx when walking through/shooting it? Yes.

Having it dynamically move around depending on you’re own player collision like in H3? No.

#

Closest I could think to replicating that would be using an area monitor on it then telling the object to animate when someone enters into it (on a cool down to prevent jank). Might not look bad on a bush.

vivid siren
#

That's a lot of area monitors.

#

Unless you only have a handful of bushes, it wont be practical. You'll also specifically have to have those flora objects be dynamic, which means no scaling and taking up dynamic budget, which may not be helpful for you if you're reaching for the level of fidelity that would have you wanting reactive flora.

#

Still, if you wanted to "max-out" something like this, skip the area monitor and poll player proximity instead.

  • put all of the objects (flora) in an object list
    • label them, use Get Objects By Label and save these in an Object List variable so that you can access them more efficiently (Get Objects By Label is slower than reading from a variable)
  • iterate over each player, check their distance from each flora object
    • get object location of each, subtract vectors (flora from player), get vector length, now you have distance
  • compare distance to the threshold you chose for causing a reaction, if less than that distance, induce movement
  • movement could be based on the angle and distance between the player and the object, just use that subtract vectors output and normalize it instead of getting vector lengths to get the angle pointing from player to plant instead of the distance between them
#

Eventually, this will bog processing down, but you'll get a lot further than if you tried doing an area monitor per object/group of objects that needed to be influenced.

willow jolt
#

Yeah I was thinking of single flora.

flint flicker
#

as in, you want a single plant on a map, and when someone walks into it, something happens? Like the flower hides in the ground like those tubeworm things in the Avatar planet?

humble crystal
vivid siren
#

I know.

#

I would not expect them to add any foliage that works differently than anything that is currently added to the game.

#

That is why I explained the most likely way for you to be able to achieve having foliage react to players being close enough to come into contact with it.

humble crystal
#

Now the other things I want in forge is the bigger forerunner doors and doorframes cause as you see there's only one single forerunner door and haven't been able to build a full forerunner structure without the doorframe

#

Also banished mp in ascents only has one object in it

humble crystal
#

Fyi: it's not about scripting doors and make them slide or anything it's the dynamic doors just go to forerunner in ascents and you'll find it there small animated forerunner door that opens without scripting

vivid siren
#

I wouldn't expect them to add additional proximity-activated/animated doors, either.

That is something that you would likely have to kitbash with other dynamic objects and script the animation.

willow jolt
#

Biggest door they had was the inquisitor door but that got cut (accidentally I think?).

humble crystal
#

I was referring to the wider doors that look like the small ones Jesus Christ i could've explained it better if I had screenshots

vivid siren
#

Yes, I know about the small ones that open on their own. I'd just be super surprised if we got bigger ones that were automatic.

#

There are probably some halfway decent prefabs out there. If not, I have a door system that could be used to make them. It's already in use in MM for the sphinctdoor on Isolation.

ripe shuttle
#

What would be the best way to get the closest player to me in a script? Within a set distance? Ideally I'd like to use a vector to set a radius of sorts around the player and if there are any players within that radius, get the closest one

vivid siren
#

If you want the distance between two objects

Get object position of each

Subtract vectors of object A location from object B location

You can now:
A) Get vector length of result to get distance
OR
B) Normalize result to get the angle point from A to B

ripe shuttle
#

Sick, something like that should work

#

I don't really know what you mean by B but it sounds like I want A

vivid siren
#

You do, but on the off chance the other was helpful, I figured it'd be good to know it was right there.

ripe shuttle
#

I feel like I may want to do that in a sort of inverse way though. Cause I want to loop through each player and check for the closest other player. Which means I would have to have something like:
For Each Player -> Execute per Player -> For Each Player -> subtract their vectors to check distance, would also need to keep track of a vector3 variable to track the least distance.

And that just seems like a lot of looping

vivid siren
#

Just 1 nested loop.

ripe shuttle
#

Yeah I guess so. It's still doable I just thought maybe there was an easier way maybe

vivid siren
#

For each player, with a for each player nested inside it, both looping over all players, with the inner loop's for each player pin comparing location of current player from outer loop with current player from inner loop.

ripe shuttle
#

Yep, that's what I was thinking

vivid siren
#

This is just how that stuff works. No simpler way to do it.

ripe shuttle
#

How would you do the comparison to check for the smaller vector? I know when checking a specific axis I'd be checking for the smaller number but if I want to check the closest with all 3 axis in mind, would I just do something like: (firstX + firstY + firstZ) - (secondX + secondY + secondZ)

#

Sorry this is after doing subtract vectors by the way

#

I'd be tracking a vector3 variable for the smallest and comparing in the nested loop

vivid siren
#

You'd need some sort of variable. Start it as 0, then compare each distance, saving the smaller one in the comparison in that variable with each check.

ripe shuttle
#

Right but how would you determine the smaller vector. You'd have to be checking all 3 axis

vivid siren
#

You're working with numbers, not v3's at that point. You'll also want to store the relevant players somehow as well.

#

You could potentially use a generic list to store all of them at once. Object scoped to the player being checked.

ripe shuttle
#

Right but I'm comparing 3 numbers.
Like...

Vector 1:
X: 100
Y: 200
Z: 1500

Vector 2:
X: -300
Y: -700
Z: 100

Is the way to compare that (100 + 200 + 1500) - (-300 + -700 + 100)

vivid siren
#

When you get vector length, the output is not a vector

ripe shuttle
#

Oh I'm dumb lol

#

I missed everything you said about the vector length before

#

My mind stopped at subtract vectors lol

ripe shuttle
#

Got it working now. I used two object scoped variables as well (one for the min number, and another for the object reference)

humble crystal
#

So the impossibility of adding all these things to forge is a total bummer I guess

#

Β―_(ツ)_/Β―

#

Another one of things I wanted too was forerunner glass you know the blue one?

#

Or glass that has forerunner texture to it@vivid siren

#

I'm tired of using the regular plain one

willow jolt
#

Inquisitor door had that… but it’s gone now.

#

Could use the light bridge in bridges mp and scale it.

brisk thunder
#

Wana gaba gobo

ripe shuttle
vivid siren
# ripe shuttle Just to add to this, I'd also like to be able to check if there is a line of sig...

Manual raycast with a 1x1x1 invisible blocker. Send it off along player aim vector, check when it deflects from that path and you have point of collision.

Would have to do the math to see if a player is both along aim vector and closer than the wall that was detected. Won't be anywhere near reliable, but they don't want us having access to built in raycasts outside the On Player Mark node, it's been a request since launch and there must be a performance concern or something because it isn't likely to happen.

ripe shuttle
#

I'm working in a mode brain too so I can't even reference something like an invisible blocker (unless the map was also edited and the blocker had some kind of label on it, but I'd rather not do that).

If it's not doable without an object reference then I'll not worry about that check probably

#

Also it sounds like with your suggestion the player would have to be looking directly at the other player

#

I was thinking of line of sight like on their entire screen (I know their FOV would affect this, but I could take my best guess)

vivid siren
#

you can check proximity of a v3 to a line drawn from another v3 along a given vector, there is math for that

#

you just need to know if there is a wall in the way, so you use the raycast object to detect how far the "looking" player can see

#

if along that path (with in a set distance of the aim vector) and within the distance set by the raycast collision (+ a few units just in case your raycast hits a player directly), they are being looked at

#

it is the best we can do without using On Player Mark

ripe shuttle
#

Okay I may actually try to get that to work. I'm not 100% sure what nodes I should be using to do some of that math but I'll play around with it a bit later

vivid siren
#

Get (looking) player location, add vector 0,0,X* = player camera location

*X is distance from feet to camera, I don't know it, and it changes while crouching, jumping, driving, and grappling. Would need to have this value in an object scoped variable per player and update it based on their state.

Get player aim vector, normalize vector = a line of the same angle as player aim vector with a length of 1 unit

Scale that vector using Scale Vector to create line segments of longer length

To get a point that is 10 units in front of the player camera, scale it by 10

When you detect a collision, divide the distance from player by 5 units, then do a for N iterations with the integer output

For N iterations > custom event global, async (check proximity)

Multiply N by 5, and feed that into the custom event along with the looking player

In that custom event is when you would actually do all of those calcs I described at the beginning.

You would use the number output in the custom event to scale the normalized aim vector and add it to the players camera location to get a coordinate along their aim vector a distance away equal to the scalar. Then you would check proximity of all other players to that coordinate.

Now you know if players are within whatever distance of the looking Player's aim vector you set for that proximity check.

You can adjust the granularity by adjusting that 5 to be a different value.

zinc gull
ripe shuttle
#

How can I check if a player has active camo on

#

I think I found the node but it's called "Shroud Screen" lol

flint flicker
#

On Equipment Used -> compare equipment:active camo -> do something

#

you could set an obj scope variable on the player, add them to a list of players that are camo, implement your own timer to count down until you KNOW that player's camo has worn off

#

or just use Players : Get is Camoflaged

ripe shuttle
#

Oh nevermind Shroud Screen is not active camo lol

#

Yeah I can use get is camoflauged

#

Just couldn't find that

#

Actually I still can't find it.

#

Am I blind

vivid siren
# ripe shuttle Am I blind

Should be in either Players or Units, may refer to units, now, instead of players. Haven't put that one in front of my eyes in awhile.

ripe shuttle
#

Ah yeah it's in units, thanks

ripe shuttle
#

I could make a post in forge-help too if that's easier

vivid siren
#

using the same coordinate for player camera location we already have, and the normalized player aim vector (scaled by 3), put a 1x1x1 blocker in front of the player's face, and then use the same normalized vector, scaled much highter to give the object velocity along that path.

You should be able to check where it should be if it is on that path in any given tick, so after you give it velocity the first time, loop the following till you detect it as deflecting

wait N seconds
compare object location to where it would be if it stayed on vector
if it's within your chosen threshold, give it velocity
if it's outside of the threshold, output that it deflected

you would want to have this loop running very quickly, potentially at tickrate. And you'd only be able to be doing one of these checks at a time per player, reasonably. You wouldn't get to constantly be raycasting, so you'd have to decide what events you want to check during.

humble crystal
#

Doesn't the grunt mule use the same 2d nav mesh as well for the grunt to be added to AI in forge?

humble crystal
vivid siren
#

You'll just have to kitbash something from other objects or find a decent prefab.

humble crystal
#

πŸ€” I guess you got a point I imagine you mean as in make a prefab I've always been making stuff up since halo 5

blissful horizon
#

english or spanish

civic ravine
vivid siren
#

I only speak Forge.

flint flicker
#

I don't even see the code anymore, all I see is "get all players", "for each player", and "set object variable"

lament marlin
flint flicker
#

is it "Node graph compile failure"?

opal urchin
#

Any forgers in here

zinc gull
#

😐

opal urchin
#

Howdy

humble crystal
#

One more thing that I wanted as well was music being added to the audio emitter

#

But I get the feeling that is also unlikely

golden leaf
#

I mean Halo 5 had music in its audio emitters

#

Ay least that's what I remember anyway

neat tide
#

Perilous map in community slayer has severe frame drop problem on xsx.

sharp summit
humble crystal
#

Is it likely or unlikely that music would be added to the audio emitter? also what's the point of having the doors without a doorframe and kitbashing stuff fills the budget quickly

zinc gull
#

hm ive seen doorframes i cant remember where they are in the menus tho

humble crystal
#

I've seen them throughout the entire campaign

zinc gull
#

its bad but i cant remember much lol but id welcome more forerunner doorframes i remember the forerunner parts looking great

humble crystal
#

I wouldn't be surprised if they add them

#

If it's possible

humble crystal
#

After revisiting campaign today I noticed grunt Mules with each unit and now I wonder why they aren't in forge?

flint flicker
#

Yeah that's a weird one. Presumably because they'd need some special carve out to work as a weapon holder and an ai unit that was deemed not worth it?

ripe shuttle
#

Cause I was only trying to do it for one specific player. So the VFX Overshield is fine. I just needed one player to stand out visually from the rest

#

Downside of that is it looks like they have overshields when they really don't, but that's fine I guess

ripe shuttle
slow wren
#

Can someone tell me how to make the custom levels work?

#

I’m confused on how to actually play them

gleaming oriole
flint flicker
#

I knew the mule boss was there, briglard?, but didn't realize he had weapons on back.

#

no idea why they are absent then

flint flicker
zinc gull
ripe shuttle
#

I notice there is not a "Compare Vectors" node. (I know it's rare you would ever need this but here I am, needing it). I assume I will just have to use the "Get Vector Axis Value" for each vector and compare each number individually?

flint flicker
#

yes

#

or get vector length and compare their sizes

ripe shuttle
#

Very RARE chance that could be a false positive

#

just cause the length is the same doesn't necessarily mean it's all the same axis values

flint flicker
#

Not if you know what the actual use cases are. If you are trying to see if an object is within 100 units of another, and you don't care about direction, that's the way

ripe shuttle
#

Oh true, but I do care about direction

flint flicker
#

Cross product and dot product might be useful

ripe shuttle
#

I've seen those before but I have absolutely zero clue what they do lol

#

Even after looking them up I'm confused what scenario I would ever use them in

flint flicker
#

if V1 == V2 -> V1 X V2 = 0

#

if v1 = [1,0,0] and v2 = [0,1,0], then v1 X v2 = [0,0,1]

#

You can check if two vectors are equal by cross producting them, and if it is close enough to zero, they are the exact same vector

#

if you only care about direction, then normalize them first

ripe shuttle
#

Okay cross product should work then actually, thanks!

#

That's a little less nodes for sure

flint flicker
#

If you run into an issue when you try branching after a cross product is used to determine the condition, let me know lol

flint flicker
#

Well, there's a lot to learn

#

fortunately there's a decent number of tutorials out there

ripe shuttle
flint flicker
fair helm
#

repost for embeds (:

Here's one for setting up campaign style checkpoints: https://www.youtube.com/watch?v=3abSLLgrLY0

Here's one to set everyone to the same team: https://www.youtube.com/watch?v=JMo3qWaONgc

Setup campaign style respawns based on a checkpoint in your map.

β€’Zechariot Forge Tutorials Discord: https://discord.gg/2TzD9bfWxS / Zechariot


All of my prefabs will be uploaded using the exact nodes and setup I used in the video. You may need to adjust object references.

Prefab: https://www.halowa...

β–Ά Play video

A short tutorial to show you how to make all players in the game, from the start, or if they join in later, get set on 1 specific team.
β€’Zechariot Discord: https://discord.com/invite/2TzD9bfWxS / Zechariot


Music: https://www.youtube.com/watch?v=mVDMTVIjrME

β–Ά Play video
flint flicker
fair helm
#

Here's one for spawning AI when someone enters a room / area : https://www.youtube.com/watch?v=DSaKpbUatu8

A tutorial on how to get AI to spawn when you walk, or otherwise pass through an area, doorway, or any spot that you want. This way you can create scenarios like ambushes, or scripted scenes where different factions fight only once you reach this place.

β€’Zechariot Discord: https://discord.gg/2TzD9bfWxS / Zechariot

_____________________________...

β–Ά Play video
flint flicker
ripe shuttle
#

I wish I could have a variable scoped only within a particular event

flint flicker
#

if you're noticing a theme, you can look at his channel for more specific videos to do different things

#

There might be some things out of date, but it should all still work for the most part

flint flicker
ripe shuttle
#

Yep. I know I can use a local one and kinda accomplish what I need. Although if the same event fired twice simultaneously it could really mess up the variable. This is negligible if your event is instant but if you have something like "Wait N Seconds" in your event then you have to worry about it more

flint flicker
#

Declare boolean, is_event_in_progress, initial value = false.
On event -> branch, condition = (get_boolean_variable, is_event_in_progress), if false -> set boolean variable, is_event_in_progress = true. -> do stuff -> set boolean variable: is_event_in_progress = false.

#

it is effectively a mutex

zinc gull
flint flicker
#

also, @ripe shuttle . For comparing if two vectors are exactly equal, you can just subtract them from eachother and check that the length is close enough to 0

tidal quest
#

Hey if any experienced forgers are interested in taking a few commissions, please reach out to my dms, looking for a handful of maps to be utilized for a Halo Clan and any assistance would be appreciated and compensated for, thank you for your time!

flint flicker
#

What type of maps are you guys working on?

humble crystal
flint flicker
#

I know. I don't get why they're not an option either : /

humble crystal
#

I bet they use the same 2d nav mesh

#

But I don't get it either

flint flicker
#

oh well

humble crystal
#

They're pictured in the gruntpocalyse mode though

#

But I ain't sure if that means anything

ripe shuttle
#

@flint flicker So I have no idea why, but for some reason my node graph was failing to build whenever using "Vector Cross Product". No useful errors, just "Node graph failed to build". I got it to work with Subtract vectors though.

My understanding is that these two things should be the same result:

Subtract Vectors -> Get Vector Length -> Compare (0.00)

Vector Cross Product -> Get Vector Length -> Compare (0.00)

Am I understanding that right?

#

I got it working at least I'm just genuinely curious if it's the same. No idea why the Cross Product node is busted

#

Or I was using it wrong I don't know

#

I will probably add a "Round to Whole Number" using the "Nearest" output before putting it into that compare but it actually worked without it

flint flicker
#

I had the same behavior

#

Trying to pipe the output from a cross product ->get vector length -> branch ; causes a node graph failure

#

You can get around that, if you NEED to use cross products to control a conditional, by passing the length into an event as a number and comparing that wawy

#

I would recommend, instead of A-B -> get vector length -> compare 0.00, == ->

#

use A - B -> get vector length -> compare 0.001 B > A ->

#

instead of comparing if it is equal to 0.00, compare that it is less than some really small number. Floating point math isn't perfectly precise

fair helm
# flint flicker If you want AI to follow a player: https://www.youtube.com/watch?v=5XRmVVSA6WU

i missed this one earlier. repost for embed, again

If you want AI to follow a player: https://www.youtube.com/watch?v=5XRmVVSA6WU

Want an AI or group to follow you where ever you go? This is how to make it happen. Big thanks to all who have supported this channel up until this point.

In this tutorial I show several different ways to get them to follow you, and you can skip around the video timestamps to the part you want. Each part uses the previous part as a base though....

β–Ά Play video
flint flicker
#

many thanks

ripe shuttle
tidal quest
jaunty iris
#

PC PLAYERS

#

LOOKING TO DO CROSSPLAYLIST

flint flicker
flint flicker
vivid siren
#

@flint flicker

What's your favorite menu option?

I'm partial to the button what selects all of the same object type(s) I'm currently holding.

humble crystal
#

Ok back to the music topic if there was music on the emitters in halo 5 why not add music in halo infinite?

bold scaffold
#

@rocky terrace we don't allow that here

#

You're welcome to use the #lfg-forge channel for others to forge with, but we don't allow advertising for services or anything that involves any kind of payment

rocky terrace
ripe shuttle
#

Performance question: Is there much of an affect on performance using a "Every N Seconds" event set to 0.5s? All it really does is check if a certain player is detected by a threat seeker (the "Get is Detected" node) and then attach a nav marker to that player if they are, then removes it when they aren't

vivid siren
#

You've got 2000 threads per tick to work with. You can do stuff every 30 ticks (0.5 seconds* in non-BTB modes**) and it'll be just fine.

* In non-BTB modes, tickrate is (effectively) just shy of 60 Hz
** In BTB, tickrate is halved

ripe shuttle
#

Okay I should be good then. The alternative I was thinking was to use the "On Equipment Used" event and a Branch for if it's a threat seeker, and check the same thing every 0.5s but stop after like 30s (or however long threat seekers last). It would be the same thing but just checking when it needs to rather than the entire game

ripe shuttle
#

Has anyone had troubles with the "Remove Bot Ambitions From Object" node? This is the second time I've tried using it now and it never seems to work

#

This time I'm using it for a generic zone. Adding ambition type "Guard" to the zone and then removing it when it's deactivated. But they just stay guarding where the zone was

ripe shuttle
#

Also is there no way to give a player overshields immediately? I know I can give them overshields as an equipment, but I want them to always be active as a trait.

The only thing I could come up with is giving the player VFX Overshield and Bonus Shield 1.00 traits. Only downside of that is the shields in the HUD just look like normal

sharp summit
flint flicker
kind garden
jaunty iris
#

hi

#

whats up

kind garden
jaunty iris
#

nah i forgot

kind garden
#

Huh

kind garden
steady sorrel
#

sometimes i forget if i havent played in a while but it usually comes back in a few minutes

steady sorrel
#

i guess image embeds domt work here rip

bold scaffold
#

Not in this channel, but they will in show and tell channels and I believe some of the help channels

steady sorrel
#

hello

steady sorrel
kind garden
steady sorrel
#

yes

kind garden
steady sorrel
#

im about to go to sleep its 10am for me

kind garden
#

Okay cool just message me @steady sorrel

steady sorrel
#

what do you need help with

kind garden
#

Make base and training map

steady sorrel
#

structures are my weakness

kind garden
steady sorrel
#

i can do natural environment but not buildings

kind garden
#

Okay cool

bold scaffold
kind garden
#

Thank you @bold scaffold

round latch
ripe shuttle
#

Has anyone tried the new multi team workshop in matchmaking? I wanted to check how it worked in forge. I downloaded the multi-team mode, assuming it was made with a mode brain, yet I didn't see it in the "Modes" section in forge, and it's not copy-protected or anything. So then I checked out the maps themselves (they have specific maps to work with the mode as well). And the maps don't have any script brains either.

Anyone know if I'm just dumb and missing something? Or is this new mode an actual new mode actually in the game without any scripts or anything?

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Interestingly the mode does not work at all in custom games with bots (although maybe that's because you can only set bots for Eagle and Cobra, but I had assumed it would split them up when the game started, I haven't tried with actual players though). Maybe it just "somehow" only works in matchmaking

vivid siren
#

Waypoint article was blank, so I figured, when combined with never getting good responses about multiteam being problematic in Infinite, that announcement was just a late April Fools joke and haven't bothered launching the game to find out, tbh.

steady sorrel
#

iv noticed that with a few articles

bold scaffold
#

Yeah,they're looking into the issue

ripe shuttle
#

Yeah all the other multi team modes myself and other forgers have made have all seemed to have issues with initial spawns/intros on the map. I was surprised to see it work perfectly fine in matchmaking which is why I wanted to check it out

vivid siren
#

Almost definitely authored using tools we don't/wont have access to, so you wont be able to pull it apart in Forge.

flint flicker
#

lol it is funny that we're wondering the technical aspects of... having more than two teams

ripe shuttle
#

Right? Shouldn't be this much of a hassle lol

#

Well hopefully since they actually officially have this in matchmaking it'll get more traction and release properly lol

vivid siren
#

I would read this as them testing it in an offshoot of production, so it's likely seen some iteration and internal testing. That investment plus this public test bodes well for an eventual release.

humble crystal
#

Man bros I'm interested in more cu updates on forge content

steady sorrel
#

same

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id love official options for clouds

#

im having to make my own rn

humble crystal
#

You mean as in skybox

#

?

steady sorrel
#

yeah actual skybox clouds like what you see on developer maps

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but as a toggle to change style,height and colour

humble crystal
#

That was one of my wanted features and more animated forerunner doors especially the big ones

#

As well

#

Reactive flora/ foliage too

steady sorrel
#

that may be an engine limitation

#

but yes that would be nice

#

aswell as a toggle to disable map fx clipping indoors

humble crystal
#

Engine limitation on animated doors or reactive flora?

steady sorrel
#

reactive foliage

humble crystal
#

Sentinels not possible cause of 3d nav mesh 1

Reactive flora engine limitation 2

What about animated forerunner doors I mean the rest of them?

steady sorrel
#

pretty sure one of them was added in an update not that long ago

humble crystal
#

You know the wider bigger ones in campaign right? Not the blast doors but the wider versions of the small ones

steady sorrel
#

don't remember havent played campaign in a long time

humble crystal
#

Wishing I could post the screenshots

steady sorrel
#

tryin to mess with autumn tree colours for a future build

#

would upload pics but

delicate folio
#

Does anyone have or know anyone who has the halo reach chess gamemode on xbox for halo reach or mcc, my gamertag on xbox is PopKai

ripe shuttle
#

There's a file search in game for that. You could just search "Chess"

#

I know it exists in MCC at least

bold delta
#

i use to be best forge map builder, trust

flint flicker
#

then the fire nation attacked?

vivid siren
#

arrow to the knee?

humble crystal
#

Is it really impossible for the other animated forerunner doors to be added to forge cause they're dynamic objects or simply did 343 finish with the palate?

flint flicker
#

we don't know why some things have not been added. Hopefully we get more pieces. The Flood and Covenant pieces were an excellent addition to the Forge and I hope are a sign that more is to come

humble crystal
#

If I could post screenshots of which door I'm referring to you probably would know I feel the banished mp needs more pieces tho

#

@flint flicker

flint flicker
#

I already agree with you

humble crystal
#

I would basically want all the forerunner doors to begin with

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But I was told that there would be Engine limitations with reactive flora tho

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Oh well

steady sorrel
#

mcc and halo 5 map links also don't work anymore

ripe shuttle
# steady sorrel you cant specifically choose a file

It's been a while since I used it so I couldn't 100% remember. Maybe just google around or search on reddit to see if you can at least find someone's gamertag that might have it on their file share. I don't have the game open right now to check, but I just found gamertag "dannymill" who claims they have it in their file share

opal urchin
steady sorrel
#

ask in here

vivid siren
#

Yeah. Even my bio says no DMs.

humble crystal
#

Adding music to the audio emitters in forge was another wanted feature @steady sorrel

steady sorrel
#

yeah idk why they are absent in infinite but u can say that for a lot of things

#

the adjustable intro cameras are another one from halo 5 that got cut in infinites forge

humble crystal
#

Timmy the whale and Kevin the crab toys that were in the props in halo 5 are also absent

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Or at least it was a crab lol

steady sorrel
#

was indeed a crab

#

then there was olive the pig

zinc gull
#

its time for u to create kevin the crab prefab

#

or make a map of all the misfit toys

delicate folio
steady sorrel
#

pretty sure someones done all 3

ripe shuttle
#

Anyone know if the "Remove Player From Allow List" node for generic zones is busted? I can still capture after removing

#

It doesn't allow the player to capture before doing "Add Player to Allow List", so that's good. But for some reason removing afterwards seems to do nothing

river sorrel
#

what is the forge

zinc gull
river sorrel
#

thanks gang

humble crystal
#

Is it impossible for the other forerunner animated doors to be added to forge they recently added the inquisitor door but it was cut out but I'm after the wider version of the smaller doors are these possible or unlikely?

#

It pains me to say I don't have the ability to post screenshots of the doors themselves

#

Cause I've been wanting them for a long time

#

Since forge came out

dense condor
#

Huh

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Why did I get pinged in here

#

I was so confused

#

Got hit with a random ping

#

Not sure since it was only my name

round latch
sharp summit
#

They can be forced into Banshees, but they will attempt to exit it. If the vehicle is moving when you force them in, sometimes they will stay in.

Then once they are in, they will fly in a straight line until they find a target. If they have a target, they will orient themselfs towards it, but they can't aim up or down.

humble crystal
#

I'm still wondering if this is the right place to ask for things I want to be added to forge

flint flicker
#

They have made some pretty substantial additions to forge with recent updates. We got new forge pallets for Covenant and Flood pieces, and got some powerful new nodes like Clone Object

zinc gull
flint flicker
#

You mean the forerunner doors that are currently in Forge?

zinc gull
#

His name may be a hint as well πŸ˜†

flint flicker
#

Do or Lessl Ion? What dose that mean?

#

I am all for more forge pieces, especially ones from campaign.

#

That said, basic door functionality is pretty easy to make with scripting

zinc gull
#

Oops I meant not quite not quiet 😭

flint flicker
#

Sometimes it is easier to pick up the gauntlet and say "Fine I'll do it myself"

zinc gull
#

door-less!

vivid siren
#

Unless I'm missing some sort of edit to the text, that appears to just be a screenshot of today's article.

tawdry mango
#

I cant load the site, or login to the game 😭

vivid siren
#

Oh, yeah, that. Halo is definitely currently a borked boi. Reports all over. Probably got devops people pulling their hair out and bashing their heads against the wall to solve as we speak.

civic dragon
humble crystal
#

Well there hasn't been another announcement on forge cu updates since the match composer and they didn't future referenced any other forge content in their last banished honor trailer video

humble crystal
flint flicker
#

devoops

humble crystal
#

But I've been waiting for those other pieces to be added but I guess not

humble crystal
vivid siren
humble crystal
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Well it's disappointing i can't forge cause of this outage lol but the map is coming out nicely @vivid siren

tropic cape
#

Question, i wanna make a war zone looking map (like actual war zone, not cod or h5 warzone) any tips? (This is also gonna be my first time messing with forge seriously)

vivid siren
#

Have an understanding of the infrastructure that would be present in the type of place you are using as the basis for your war-torn version of it. You'll have a lot more believability if you have things like power lines being down, cracked roads, etc.

humble crystal
#

What about adding non swatching bodies of AI characters we have the ones that are swatchable bodies but mp bodies don't exist in forge?

zinc gull
#

a super general thing id say is start making the map not at the bottom or top of the map canvas, but the middleish. So you can make underground or mountain/top level areas throughout map

feral quarry
#

decals are good for cracks

humble crystal
#

What about adding seashells to decals

devout copper
#

hi would anyone like to build a forge map w me and try to get the master builder coating?

zinc gull
#

that's quite the goal! good luck ☺️

quasi gate
compact marten
#

Could I get a list of what I'm not allowed to type/characters I'm not allowed to use in the #1231006442656628758. Because it seems like it's very restrictive what I'm allowed to type.

bold scaffold
#

Looks like your adding in headings, we have those filtered out
That's like adding ## before your text
Masked links are also filtered

compact marten
#

Okay, thanks! πŸ‘

bold scaffold
#

It's a shame, because they're useful, but we can't have people spamming massive text everywhere ( which they absolutely try to). Be nice if this was behind a permission we could grant

compact marten
#

Yeah, that's understandable and I don't blame you. Are we allowed to use bullet points btw? Because I just that for listing all the sandbox items that exist on the map and stuff like that.

bold scaffold
#

They might get picked up, I'm not sure. Can always try it here and see. If it's filtered, all it will do is delete

compact marten
#

Okay, I did a bullet list for one of my posts in #1231006442656628758 earlier when the Forge forum was new and that one got deleted and I also read from another here that is does. Just wondering if it still does πŸ™‚
But I'll try here really quick.

#

Test:

  • Test 1
  • Test 2
  • Test 3
  • Test 4
#

Okay, it might need to be longer πŸ€”
Let's hope not in the #1231006442656628758 πŸ˜„ πŸ™

vivid siren
# bold scaffold It's a shame, because they're useful, but we can't have people spamming massive ...

Depending on the bot, that kind of thing is an option. One that I use for TSG allows for custom commands written in Golang, would be very simple to have it watch messages with regex for headers and only take action if the message sender has or lacks a role. Not pushing the idea, and especially not the specific bot, just noting that something like that can just take a few minutes to implement with already-existing tools.

halcyon mountain
#

Hello, i'm creating my second Map on halo Infinite, i have a beam of light on top of a structure, but i don't know how to make the beam shooting instead of being here all the Time, i would like to have it looking like in halo 1 the forerunner structure shooting a blue thing, do you know how to do it?

flint flicker
#

having things move around dynamically requires have Dynamic objects

#

you can script Dynamic items by adding a reference to them in the node graph (select that item after placing it and turning it Dynamic) then enter the node graph, right click and Add object reference.

#

Now you can set up an event, like Events Custom: Every N second and connect that to a node that moves your object, like Move object to Transform

#

or Translate Object to Point

zinc gull
#

so luckily its in the game already, just place that fx where u want it

flint flicker
#

oof. Yeah do that

vivid siren
#

just make sure to despawn it and only spawn it in periodically when you want it to animate

zinc gull
#

Do u mean AI or the spartan bots?

#

Def make a topic in #1231006559539036233 then I'm not sure how for spartan bots. It may involve extra scripting or somethin

summer matrix
#

hi

idle breach
#

Wait is forge in infinite

zinc gull
#

Yea

vivid siren
#

To be fair, it not being there at launch and the number of people who stopped playing Halo or bounced off Infinite and back to MCC before it finally did comfortably accounts for that question being super valid for a large number of people. I mean, how long did this server go without a Forge section? I wouldn't have been surprised if some people though it was dropped as a feature after Halo 5 and weren't/still aren't expecting it to return (even though it's been there for a few years, now).

zinc gull
#

yea huge bummer forge wasnt around when the pop was massive

vivid siren
#

I'll never understand why Forge doesn't have the same level of internal investment as the campaigns or how it is so consistently put as such a low priority, especially to the extent that it could come out a year after release for Infinite after lessons learned from a late release with Halo 5. It has been the feature that has sustained every game since Halo 3 after people get bored playing the campaigns.

bold scaffold
#

Forge was definitely not low priority, it just needed longer to bake with all the features and functionality they wanted to ship with

vivid siren
#

don't blame covid, game was in dev for years before that happened and has had multiple years of dev since, but Forge has yet to leave beta

zinc gull
#

idk but will be interesting to hear about what kinda forge will be in next game

vivid siren
#

If it's unreal-based, it will at least be easier for them to add features and fix things that are broken.

flint flicker
#

The current capabilities of the Forge with Infinite is mind blowing.
I'm having a ton of fun scripting up minigames and such.
I am very glad these capabilities are there, especially with AI units

#

That said, if we had a simple version of the forge on release, that did not have any scripting and was just placing down items, it would have still helped a lot.
Maintaining an early release version, and working on it to add new systems without breaking stuff people already made, is not an easy task. I get that.

#

Forgers could have started working on remakes of old maps on day 1 instead of waiting until Year 2. I think that would have shortened the time it took to get custom content into matchmaking, which would have hopefully kept things fresh enough even for players who have no interest in custom games.

zinc gull
#

yea idk it's not like covid made all games in that timeframe bad or content lacking. if there is an alternate reality where there was no covid and Infinite releases with forge and firefight and more stuff lol

#

at least now mayb companies are more adapted for such scenarios

flint flicker
#

I know that I would personally delay an "almost ready" Halo game simply because its Forge wasn't ready to release.
That is probably also why I am not in charge of releasing video games though.

vivid siren
# bold scaffold It still had an impact

I'm intimately aware, as someone who had to work to transition hundreds of engineers and architects working on infrastructure and military projects in multiple time zones to remote work, with the kinds of things Covid caused for workflows, et. al.

flint flicker
#

Content Complete means a lot of different things to a lot of different people.
IMO it would be:
Matchmaking with social and ranked.
Forge and functional Custom Games.
Co-op in campaign
theater and file-share
Progression and customization
To what extent each of those areas need to be developed to be considered content complete would vary based on who you asked though

vivid siren
#

Does theater work yet? Last I checked people were still saying it wasn't useable.

civic dragon
#

Theater is still fine, I haven't had issues with it since the WU.

vivid siren
#

That's good to hear. Just goes to show what launching with stuff broken or unfinished can do re: people not using it even when it's fixed because the boat didn't show up till they had already gone home.

#

I may come off as a pessimist about this stuff, but I've found that not having a dedicated pessimist in your corner is the best way to not do things as well as you could have. It's the same reason firms hire pen testers and get audited. Plus, the over-positivity that consumers usually get from video game companies is inauthentic and off putting, there needs to be something counterbalancing that.

lost light
#

Random Forge question:
How does one add location tags to a map? like for marking, and the little location name that shows up by the motion tracker?
Haven't figured out how to do that yet

vivid siren
#

There is a specific object in Gameplay > Volumes (could be misremembering location, but that should be it or close to it)
Named Location Volumes

#

Try to keep questions to #1231006559539036233 , it makes it easier for people to peruse and search already answered questions and makes sure yours is less likely to be buried before it can be answered.

lost light
#

Ty, and sounds good

zinc gull
#

i am interested in opening a post about one of my completed maps where i can receive and record feedback and criticism. what's the best channel for this? wip feedback? forge help and questions? or is this a dumb idea?

I guess I can just use the show and tell topic

vivid siren
#

If you need feedback, you're not done working on it, so it's very much WIP, it's just in the final stages.

pearl robin
#

Anyone on PC find a way to post screenshots for your map, it seems i cant even do this unless the game updates itself been 2 weeks and still cant add photo to my map.

vivid siren
#

It often wont tell you if your images are failing the content scan.

#

also, go back to the main menu, then back into my files, and check the content to see if the screenshots have updated, even if it says that it failed, because that's the only way you can actually know if it failed or not, thanks to it also having the issue of telling you that it has failed even when it hasn't, most of the time

vagrant root
#

where is the kill boundaries in infinite forge

zinc gull
vagrant root
#

Also My teleporters wont work with boundaries

#

It only works if I walk onto the teleporter plate

#

not the boundary I set

#

help

zinc gull
vivid siren
#

Teleporters were not implemented correctly in infinite, they do not respect the boundaries of the object like they did in previous games, you will not be fixing that without scripting your own area monitor for teleporters, and using invisible teleporters move players from their location in the area monitor where they entered it to the same relative location in the exit area on the other side

vagrant root
#

I have no idea how to do that

nocturne igloo
nocturne igloo
vagrant root
nocturne igloo
vagrant root
#

I'm friends with the dude who owns

#

it

tardy lynx
#

Do yall have any ideas on a theme for a sort of longish, wide ish alley for something akin to cyberpunk

nocturne igloo
nocturne igloo
tardy lynx
nocturne igloo
dusty perch
#

(343 pls)

indigo epoch
#

i also can't find the pelican and weapon drops

zinc gull
#

covenant combat set a is nice

dusty perch
#

I've noticed an odd bug where the music nodes will occasionally just get stuck playing and neither the other play nodes nor the stop node can actually make them stop

#

but it seems like it might just be an issue in forge? I haven't managed to replicate it in customs

regal inlet
#

Is it possible to remove the score hud in any way? I'm attempting to create an independent project utilizing Forge but the score hud breaks immersion heavily.

wraith cliff
pearl robin
#

any PC here? i still cant add screenshots to my maps its annoying i used to have a console guy do it for me but he dont play anymore, ive been able to do it rarely after some updates or if i had the photo in my files for weeks then it suddenly lets me do it but now that seems to not work either anymore ive tried changing the file type from png to jpg and still doesnt work

zinc gull
worldly ore
#

Ok guys. I put bots in Warthogs, Mongooses, Gungooses, Razorback, and Scorpions in a map

#

Got them to drive