#forge-chat
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lmao
Let's gooo
you aren't hiding anymore π
ππ
FrythicMitz!
Bobby!
That's a blast from the past!
Likewise
Let's go! 
π

Zing

π«ππ₯

π«
π¨βπΌ
π€
π§
π£
Love the little forger icon.
Why does artur get embeds π¦


I use GIFs a lot... Not sure how to communicate otherwise
It's the logo on the forge shirt. I wore mine yesterday
Testing testing...



π





Great to have the forge section finally!
We are so back.
Forg

Thank you for the official forge channel
WAOS

oi
Yep!
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
as you can tell, we've also rounded up a lot of the Forgers and given them helpful icons
so hopefully the experts are here to help π
Oh it says the channel is read only
which one?
Help and questions
I'm an idiot nevermind lol
all good!
I was trying to reply to the read me first post by accident lol
it's confusing but i think the forum style is going to be better for searching and for general specific questions
ahhh yes
thank you for the forge channels!
that one is read only by design π
new channels! let's go!
Hi
forj π
π¦§
wip or waywo "what are you working on" for sure
WAYWO
i'll start with wip
let's see how it goes
super stoked to have all you @quaint folios here 

ππΌ

which thread?
try now!
can you humor me and add an image to your original post?
or does it not let you?
it's empty π¦
also if there are tags that you think would be better or are missing, please let me know π
trying gimme a moment
doesn't quite let me
Happy to see this channel back, can't wait to see all the creations people post
Good to see this channel π
I noticed we can't post screenshots in #1231006559539036233 . Is that intentional
Hello everyone π
ποΈποΈ
officially sanctioned forge chat???????
Yes!
so for reasons that should be obvious, i'm hesitant to allow too many image uploads across the server.
i'm asking genuinely (open discussion!) - how useful/necessary is it to have uploads vs a link/embed?
Yeah I totally do understand the need to block them lol. My use for wanting to was to just post a screenshot of a node graph. That's really the ONLY good scenario I can think of honestly. But good point I did not even think to post a link to a picture. Fair point there
i believe a link should embed
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
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
gotcha. that's valid.
i'ma noodle on it
embeds will not be turned on here tho π
so no gifs until it's earned
does remind me to look at my leveling tho
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
TSG should have a miro board somewhere for nodegraphing but idk if it's up to date
@vivid siren
they're pretty good at keeping it up to date
okay
i've updated the perms for #1231006559539036233 but we will be monitoring.
if it goes sideways, i reserve the right to roll back
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
I think help and questions/show and tell are probably the only spots we'd need uploads. Thanks sam
The spreadsheet is more up to date, but is likely missing everything since they swapped from seasons to raw CU numbers
Thanks sam you rock
but yes, screenshots and clips are essential to solving some problems and providing some explanations
We promise not to post obscenities
Is there a way to share node graph scratch pads directly rather than screenshots?
prefabs
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
so screenshots are really the best way for communicating unless you're actively in game
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
the miro . com one you guys made / shared
oooh
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
hello
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
:0
image uploads might also be required for the forge guides, Atleast for the OP since things like lighting and probes, which i want to make a guide/guides for requires visual examples
not sure if you can limit image uploads to the OP
or if you want to be even stricter just giving "forger" the permission for the time being
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
thoughts on restricting that whole category to only allowing "Forger" to post top level guides?
that might be a nice solve.
maybe to start with since we would want guides to be higher quality.

Terrain tutorial?
starting with a basic tutorial
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!
make sure everyone has the ability to comment on threads and react though since we will need feedback from everyone π
I have my first short guide posted
hmm do we want responses on guides?
i was thinking it would be neater to have just the guide?
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
i do believe that's currently how it's set
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
totally!
don't apologize, i welcome the feedback π
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
Hello :)
i am open to feedback and suggestions/thoughts
i always assumed this would all evolve
i also think people can make threads here too fun fact
Yep, public threads are on
What Sort of Guides Would help you most? Come tell Us
How do I get the Forger role btw? I havenβt gotten it yet π€ 
This is a really neat idea.
it's currently a very tightly curated role that's not up for grabs for everyone, Keven π
Okay ππ
oh look forge people
nice profile pic foge that's an oldie
Had it since 2007 haha
i couldn't find a decent res of the companion cube one
Achronos Lives in your walls
Get a map in MM or be in Forge Council
Okay yeah, I was thinking that would be the requirement π
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)
I haven't seen a Get Nav Marker node myself. Probably a typo in the description. There's a few of those like where someting spawning related said that the spawn order of 0-64 can be referenced in the node graph when it can't
My one piece of advice is don't use easter eggs from other IPs in your maps you want in MM...IYKYK.
rip in pepperoni
He was the goodest of boys...
Uff da
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
Howdy forgers
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
- Lists Casts:
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 π
Use #1231006442656628758 - that's for work in progress stuff too :)
Okay, nice π
But it says in the Read me first that we're supposed to use the #1231009042701221971 to showcase our WIP maps though π€
Oh, helps if I read the full post first
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
Ah, I miss read the "in-progress inventions" thing π The other stuff made me think of that it's only used for completed maps.
Thanks for clearing it up π π I'll wait a little before I post any of my WIP maps just in case π
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 π€
Sounds good π π
added!
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
I'll definitely post a bug report but just asking
I've not seen that increase, especially in direct relation to manipulating advanced var nodes specifically.
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
There's no Infection nor FFA tags in #1231006442656628758 @marsh flower
updated
Another tag that could be useful is a "Scripting" tag in #1231009042701221971
done
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
sam is the real MVP
@desert quartz
Thanks!
Hiii
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 π
By Mexican forgers

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
what do you have to do for the achievement
I have to add a screenshot to my forge map.
But I heard that the achievement is broken.
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"
@indigo sierra no self promotion please and thank you
Can I aquire the master chief helmet from Tom Clancy's Rainbow Six Siege
Great forge questions btw π
Yes
i dont know of such a script. would using a small area monitor trigger be a good substitute?
I don't think we have a way to detect the beginning of that interaction unless 343 gives us a specifically tailored node.
You could try the non-Forge sections, maybe.
Anyway to do a fade to black in infinite forge?
This was probably what I was going to end up doing if there was no other way. If another player enters the area then I would "assume" they are going to take the power seed so it's okay for now
I'm not having anything come to mind that gets close enough that I'd be willing to deal with even trivial caveats to make use of it.
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.
Maybe try using the "Slipspace" FX and scale it really big?
It completely blacks out the screen when you get close to it
true, could have it approach a player from behind, but everyone else would see it
also, you can't stop players from looking around
(them caveats)
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
Although that may be more instant than a fade, I don't know
That was my worry
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.
I know that would fade in, I was worried about set pos being a issue for being instant.
I think it is, from what I was testing with something else, tp-ing people into one.
I saw that forgers made a functional Flood carrier(having some trouble finding that post), so I just gotta ask.
Just what exactly is the limit of Infinite's forge mode?
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.
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.
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 π€
At a fundamental level, Nav Mesh doesn't work that way.
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)
Yeah, I get that. But aren't the Nav Mesh a Mesh with vertices and triangles? From there we could get access to those and "lock" them from there. π€
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.
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?
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.
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
correct, you cannot set a health value in Forge
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?
not that I'm aware of. given the current system, it would require re-authoring a bunch of objects which is a non-starter.
I assumed as much, thanks for the response though
yep, no problem
Yo real quick can I set a players spawn value
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
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
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?
If you mean scripting, you can activate a skull with a node in nodegraph
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 ?
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
Videos allowed here? Wanted to share this short progress vid of my Battle Royale project π
https://www.youtube.com/watch?v=jqlDQCSjvBg
Huh
Need more info about the issue to lead you on the right path. Make a question post here #1231006559539036233 and we can continue
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 withAsyncsuffix) - Global Event:
OpenDoor(UpperCamelCase) - Event:
_OpenDoor(UpperCamelCase with_prefix)
Just thought I'd share what helps me!
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
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)
I actually like your idea for using do_ prefix for events. Easy way to tell if it's for a variable vs an event. I also rarely use locals, I split a lot of my brains as well where possible, so if I need to access something from another brain then local is out of the question. And even then I find 99% of the time you would use a local variable it COULD just be an object scope instead anyway
I also use is_stuff for booleans
obj scope is much more flexible, given that objs are the main thing you can pass into events
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?
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.
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
No matter what I do with either the player or team filter, it doesn't stop me from planting/taking the power seed
save check
are servers exploding or only my connection
Like all Good Destiny 2 players I blame Gambit
Nah, it was the one I snuck onto Isolation and hid in a ghost graph.
Does anyone know how to disable zoom in forge?
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
Content browser servers are back!
Oh wait you can set a trait to prevent weapon firing that applies when a player zooms in.
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
Oops wrong chat
Hey all! Is it possible to forge a "payload" gametype?
Similar to Overwatch or XDefiant?
Always wanted that in Halo.
there were a few people who attempted it. @tawdry beacon did a proof of concept of it on launch site if i remember correctly. https://www.halowaypoint.com/halo-infinite/ugc/maps/08203f3d-b31f-41be-ad0c-b9f6fe95a1eb
is today's update a CU? a patch/download?
yes, there's a CU
hahahaha
recedes into bushes
Do you know if there's any hidden forge changes in this CU?

Just wanna show off my map Lost
https://www.halowaypoint.com/halo-infinite/ugc/maps/c80dc475-cc8b-4ca5-9d23-bdafd56c63cd
A remote, abandoned flood-control outpost that was reclaimed by nature, still a WIP, suggestions welcome!
check out #1231009042701221971 π
welding vehicles is so fun i wish it was more reliable esp with the pelican obj
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 π Is it normal for bots or i missing somth?
have you tried messing with the bot ambition stuff?
You shouldnt need that for CTF. There are bot nav markers you can place that do the things, iirc.
elaborate
What
good luck and cook good in forge π
"Iβm looking for forge for real
For halo infinite"
What does this mean?
it's forgin time
it's always forgin time, I am confused what they are looking for lol
π
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?
you can entice the bots to go to the flag return more by putting Bot Nav Markers on the flag return spawns. Set the Nav Marker to CTF Include label, and set them to the same team as each flag. Also set them to Hide. This way, the bots will try to hide there in CTF and it should make them play better.
OKay so i lost 2 hours of work on map because i dont know why
I feel angry very very very angry
Dang, sorry to hear that
If I had a dollar for every time that happened to me⦠I would have many dollars now.
I dont understand what i`ve done wrong, i saved everytime i quit forge
Maybe ive chosen the wrong version
me sad((((
Itβs not your fault. Forge crashes often. I bet you can make it even better next time.
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.
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.
It's a script brain that allows you to export the logic inside it into a game mode that you can play without having to have the scripting on the level. For example, the new juggernaut and ninjanaut game modes were made using the mode brains. Instead of having to spawn a script brain on each map you want to play juggernaut, you're able to just load up the mode and play on any map.
Oh, is that why it doesn't have object reference nodes?
How do I set this up?
Here's a good overview of how node modes/mode brains work: https://www.halowaypoint.com/news/forge-overview-cu29
is there a way to make a gameplay that every kill u get u spawn a new gun
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
On player Killed -> Give player (Killer Player) new weapon.
Thereβs lots of conditions you can use to give them specific weapons, like checking and comparing their score or what weapon they are currently holding, but thatβs the basics of it.
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
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
Who knows how to make map
@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.
Are you a forge @vivid siren
No. I am but a man with a giant fist for a head.
ππππ
Recursive events is a clever solution if you really need to break mid loop evaluation
I write about as many recursive loops as normal loops, these days.
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
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
Yeah I normally go for compare number -> if less than number limit = True -> increment number variable and repeat loop. Iβve used this countless times recently.
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
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.
It would be nice to get a Break node though
Let me have you on my team
I have not really understood a single one of your messages lol @kind garden
I want you to be my forge for my clan
ah I see, I don't mind helping people out but don't really have time for a dedicated group
Okay Iβm looking for forge in my clan so how can I find them
Ah yes I never thought to use the number as the index. Good thinking
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
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
Nah, run up the server bill till they let us just write things in havokscript instead of forcing inefficiency via the nodegraph.
Better yet, reverse engineer Halo Infinite so we can extract, assess, and inject our own havokscript parcels. π
Anyone tryna play Halo Infinite?
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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
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?"
You could easily just write a node mode that implements multi team instead of placing code on level.
Could also just use the multi team modes that are already written as a base.
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
And you have no way to tell who is on any given team by looking at them. The way the overlay system was implemented is very anti-Halo.
precisely my point
Do you mean a mode brain? I haven't used those much. Are you saying those don't require you editing a map?
I know in FFA modes there is different team names and emblems for each player, but its hard to find since it doesn't actually show with most stuff, but there's no visible way to differentiate more than 2 teams
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
yea
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
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
correct
yep.
An override to force certain armor coatings would work. But uh, I don't think that's a desired system
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.
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?
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.
Okay now that I know how those work, that actually blows my mind that I can do that
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
At that point you may as well just use the "Change Teams" option
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
Oh I missed what you said about two people have to mark each other. It is a mutual process lol. I misunderstood
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
Can a mode prefab have a mix of both mode brains and script brains? Or just mode brains?
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
well
consider how spawning will work
most maps have neutral spawn points with team 1 & team 2 respawn zones, yeah?
You are probably correct. The spawning would probably be messed up
only one way to find out!
it might be as easy as dropping a team 3 & 4 respawn zone on the maps
fingers crossed 343 actually happened to have them already on the built in maps lol
I'd have to check, but I doubt it
they do not
infinite may have the best forge yet, but man, the hoops that must be jumped through
Yep. Dance monkey, dance!
Still having a blast scripting stuff up, edge cases and all
Same though
I'm sure you're kidding here, but this is a surefire way to actually lose functionality in Forge.
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.
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.
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.
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.
This was done by creating a custom mode using what appears to be havokscript and was not made using Forge, for instance.
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.
@marsh flower any way that clips could be trusted? Even if it would require them to be youtube links and it just allowing those to embed? I wouldn't want to be helping someone here and then have to suggest they join a different server (even though I have one specifically for helping people script) just so they can see the relevant media.
(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)
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.
I can understand that. I would be torn on the issue, myself, in your shoes. Hard problem when it's this public and high traffic.
correct π
Good to know, didn't want to just do it to test and have it fail.
that explains it. I was majorly confused.
it might not embed - i'd have to check perms
but it will not get deleted
which is a decent middle ground currently.
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.
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
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.
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
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
It's highly unlikely that we'll be adding a 3d nav mesh system for enemies like this.
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
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?
bounceR?
Yeah a grunt ultra with shields just like bipap
Yes. Forge would need to be able to generate that data. That is the heavy lift. The UX of "how" Forge generates that data is certainly part of it (volumes, etc) though.
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.
I'm sure most end users would be happy if they behaved under the same constraints as skimmers, but just hovered a bit higher.
If that is how they actually worked, they would have been added to the AI Toolkit.
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.
There is no world where we get new or modified campaign content like that brought into Forge.
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
Marines are in the AI list.
all campaign AI allowed in Forge and spartan bots use the 2d nav mesh data
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
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?
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
How Folders work in Forge? I thought its something like Hierarchy in blender but i cant choose nav cutters in it
i don't know the process but what if custom ai sentinels just move like Skimmers with a 2d nav mesh? it would be cool to just have sentinel beam buggers. idm if theyre just hovering like the skimmers. i guess thats the same as making an entirely new enemy though maybe not a real idea lol
He already dismissed it, it doesn't work that way
i know i know i didnt ping him yea ur right πdang o well
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.
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
How would I disable the spawns? Just using the Delete Object node on the spawn point? And then Spawn Object to re-enable?
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
Oh okay I wasn't aware of the set spawn point enabled nodes
you would target each player and block their spawning, and unblock it when they are ready
you don't need to target spawn points at all
iterating over all spawn points and disabling them would only affect respawn points, if I'm remembering correctly, so that would not be helpful
you could prevent specific initial spawns from working by deleting them
Okay I'll try blocking the spawns for the players first and then unblocking after all the teams are set
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
Lol that's a neat trick
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
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.
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
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
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
this is true, but I'm no longer talking about setting teams
Oh yeah, fair
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.
https://www.halowaypoint.com/halo-infinite/ugc/modes/5a96d514-050e-4b59-9906-6a159f741197
It's a bit of overkill for your purposes if you use the whole thing, most likely, but this is the boilerplate I start my projects with, has some options for working with players at the beginning of the match that might be helpful.
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
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
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.
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
How about reactive flora like Grass etc is that something that is possible to be added to forge in the biomes just like reactive water?
I luv AI Traits. I have some waves of speed hunters it's fun
Need a Forger for the Holy Legion. If anyone is interested, hmu.
Try #lfg-forge
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
- 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
- get each value, add generic item to
- 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)
- get generic list size of queue > subtract 4 > get last N generic items from queue > set generic list variable (
- 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)
- adding entry to end of queue
This queue pattern has all you need to manipulate generic lists
Just replace queue with whatever you're actually doing, its more like a db than anything else.
Dang, very thorough. Thanks!
Hi guys. I've done a big rework of my old map (EXOCLYSM). can't stand it when a map doesn't work well, so keep working on it until it's good. I also present (ALTERATION). Take a look, the map has become really huge. https://www.halowaypoint.com/halo-infinite/ugc/maps/8f42beaf-b345-4357-9153-278766a72a42
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
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.
Forge chat probably isn't the place to ask about troubleshooting your Halo install when it won't launch.
I'm using that banner for other stuff in my scripts so, not really an option haha. I may just keep the Get Team Points and print it to the kill feed for now
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.
Ok what is and what is not possible in forge I'm wondering if reactive flora is possible to be added to forge?
Depends on how you define βreactiveβ.
Destroying it or adding some fx when walking through/shooting it? Yes.
Having it dynamically move around depending on youβre 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.
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.
Yeah I was thinking of single flora.
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?
I didn't mean by scripting I meant like the water that moves when you walk over it and with flora will move when you set the wind direction and speed
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.
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
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
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.
Biggest door they had was the inquisitor door but that got cut (accidentally I think?).
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
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.
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
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
Sick, something like that should work
I don't really know what you mean by B but it sounds like I want A
You do, but on the off chance the other was helpful, I figured it'd be good to know it was right there.
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
Just 1 nested loop.
Yeah I guess so. It's still doable I just thought maybe there was an easier way maybe
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.
Yep, that's what I was thinking
This is just how that stuff works. No simpler way to do it.
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
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.
Right but how would you determine the smaller vector. You'd have to be checking all 3 axis
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.
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)
no, you are not.
When you get vector length, the output is not a vector
Oh I'm dumb lol
I missed everything you said about the vector length before
My mind stopped at subtract vectors lol
Got it working now. I used two object scoped variables as well (one for the min number, and another for the object reference)
So the impossibility of adding all these things to forge is a total bummer I guess
Β―_(γ)_/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
Inquisitor door had thatβ¦ but itβs gone now.
Could use the light bridge in bridges mp and scale it.
Wana gaba gobo
Just to add to this, I'd also like to be able to check if there is a line of sight between the two players. This would probably be super tricky to consider things like where the player is aiming and checking for obstacles in the way. I can't even begin to think where to start on that or if it's even possible
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.
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)
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
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
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.
If u place glass that can slightly be seen thru then a floor object behind it with the Forerunner texture u want it looks like Forerunner glass! Just can't see thru bc it's a floor lol but still kinda cool just from double layering them
How can I check if a player has active camo on
I think I found the node but it's called "Shroud Screen" lol
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
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
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.
Ah yeah it's in units, thanks
Stuck on this collision bit. What do you mean by "Send it off along the player aim vector". Do you mean use a "Translate Object to Point" node? I also don't know how to check when it deflects from the path
I could make a post in forge-help too if that's easier
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.
Doesn't the grunt mule use the same 2d nav mesh as well for the grunt to be added to AI in forge?
What about the doorframes at least there no doorframes for the small door and doorways don't fit
You'll just have to kitbash something from other objects or find a decent prefab.
π€ 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
english or spanish
English
I only speak Forge.
I don't even see the code anymore, all I see is "get all players", "for each player", and "set object variable"
Iβve got a word to share with you then
is it "Node graph compile failure"?
Any forgers in here
π
Howdy
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
I mean Halo 5 had music in its audio emitters
Ay least that's what I remember anyway
Perilous map in community slayer has severe frame drop problem on xsx.
Good to know, but some more info like when it occurs or a reproducible string of events will help the forger a lot more.
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
hm ive seen doorframes i cant remember where they are in the menus tho
Nah bro I mean the forerunner door doorframes
I've seen them throughout the entire campaign
its bad but i cant remember much lol but id welcome more forerunner doorframes i remember the forerunner parts looking great
After revisiting campaign today I noticed grunt Mules with each unit and now I wonder why they aren't in forge?
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?
By the way. I decided not to do any of this we were back and forth on. I actually did end up getting it working but it just felt way too janky and inaccurate. The reason I was trying to do all of this was to set a nav marker on an enemy if they are within range and in line of sight. But I just decided screw it and set a VFX Overshield trait on them instead lol
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
There's one I've used before someone made a prefab for, it looks great and fits the forerunner doors perfectly
Can someone tell me how to make the custom levels work?
Iβm confused on how to actually play them
One of the grunt bosses you can spawn in forge is a mule and carries a ravager and shotgun on their backs.
I knew the mule boss was there, briglard?, but didn't realize he had weapons on back.
no idea why they are absent then
what do you mean custom levels?
are you trying to create a PvE, campaign style map with AI spawning?
yea im confused on what youre asking, are u trying to find and select the maps to play or are u creating a map?
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?
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
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
Oh true, but I do care about direction
Cross product and dot product might be useful
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
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
Okay cross product should work then actually, thanks!
That's a little less nodes for sure
If you run into an issue when you try branching after a cross product is used to determine the condition, let me know lol
Yeah
Well, there's a lot to learn
fortunately there's a decent number of tutorials out there
Definitely something that would be worth having in #1231006639633469490
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
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...
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
Here's one for spawning AI when someone enters a room / area : https://www.youtube.com/watch?v=DSaKpbUatu8
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
_____________________________...
If you want AI to follow a player: https://www.youtube.com/watch?v=5XRmVVSA6WU
I wish I could have a variable scoped only within a particular event
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
What do you mean? as in a local scope variable that is inaccessible outside of the event it is in?
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
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
u go in forge, then in monitor mode you place objects, player spawners/respawners, ai spawners, and set things correctly for them to function in a way that u want
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
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!
What type of maps are you guys working on?
He's a high ranking target boss but I've wanted the regular mules
I know. I don't get why they're not an option either : /
oh well
They're pictured in the gruntpocalyse mode though
But I ain't sure if that means anything
@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
That is likely a bug
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
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....
many thanks
Yeah that's probably a better way to do it than the "Round to Whole Number" I mentioned
Weβre not working on any, Iβm looking for a forger to help make βem cause Iβve got no idea how to forge but I can dm ya the info if youβd be willing to help
lol use #lfg-forge
I can help with scripting questions, feel free to post them in #1231006559539036233 but don't have time to actually make maps unfortunately
@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.
Ok back to the music topic if there was music on the emitters in halo 5 why not add music in halo infinite?
@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
Gotcha
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
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
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
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
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
get all of ... is phenominal. So much drudgery avoided. In OG h3 you would have to fly around and manually delete every spawn point if you wanted to make a minigame or something (and you couldnt find a premade canvas).
a close second is "grab all selected" for me
Yo
Do you know how to forge
nah i forgot
Huh
What do you mean
sometimes i forget if i havent played in a while but it usually comes back in a few minutes
i guess image embeds domt work here rip
Not in this channel, but they will in show and tell channels and I believe some of the help channels
Yo
hello
whats up
Do you know how to forge in halo infinite
yes
I need you
im about to go to sleep its 10am for me
Okay cool just message me @steady sorrel
what do you need help with
Make base and training map
structures are my weakness
Just message me
i can do natural environment but not buildings
Okay cool
Try the #lfg-forge channel
Thank you @bold scaffold
Collaboration with TurtledC4t on the map Nimbus is finished: https://www.halowaypoint.com/halo-infinite/ugc/maps/33baff3b-4521-44da-afaa-14d85d3d98c8
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?
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
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.
iv noticed that with a few articles
Yeah,they're looking into the issue
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
Almost definitely authored using tools we don't/wont have access to, so you wont be able to pull it apart in Forge.
Here's a glimpse at what that would look like if we did have that access, at least: https://surasia.github.io/havokscript-p1
lol it is funny that we're wondering the technical aspects of... having more than two teams
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
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.
Man bros I'm interested in more cu updates on forge content
yeah actual skybox clouds like what you see on developer maps
but as a toggle to change style,height and colour
That was one of my wanted features and more animated forerunner doors especially the big ones
As well
Reactive flora/ foliage too
that may be an engine limitation
but yes that would be nice
aswell as a toggle to disable map fx clipping indoors
Engine limitation on animated doors or reactive flora?
reactive foliage
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?
pretty sure one of them was added in an update not that long ago
You know the wider bigger ones in campaign right? Not the blast doors but the wider versions of the small ones
don't remember havent played campaign in a long time
Wishing I could post the screenshots
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
There's a file search in game for that. You could just search "Chess"
I know it exists in MCC at least
i use to be best forge map builder, trust
then the fire nation attacked?
arrow to the knee?
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?
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
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
I already agree with you
I would basically want all the forerunner doors to begin with
But I was told that there would be Engine limitations with reactive flora tho
Oh well
you cant specifically choose a file
mcc and halo 5 map links also don't work anymore
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
Captain punch can you dm I got a question for you
ask in here
Yeah. Even my bio says no DMs.
Adding music to the audio emitters in forge was another wanted feature @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
Timmy the whale and Kevin the crab toys that were in the props in halo 5 are also absent
Or at least it was a crab lol
Thanks Iβll give it a look
pretty sure someones done all 3
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
what is the forge
Map making n editing tool that's accessible for non professional people like me
thanks gang
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
Huh
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
TurtledC4t made a trailer for the map Nimbus that we worked on: https://youtu.be/Mp8pbQNALGM?si=UcX_dKSCSNm6M25i
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.
I'm still wondering if this is the right place to ask for things I want to be added to forge
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
such as the forerunner door i believe π
You mean the forerunner doors that are currently in Forge?
Not quiet doorlesslion is looking forward to a different kind of Forerunner door, they re in campaign but not forge. I think he said they are larger and wider
His name may be a hint as well π
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
Oops I meant not quite not quiet π
Sometimes it is easier to pick up the gauntlet and say "Fine I'll do it myself"
door-less!
Unless I'm missing some sort of edit to the text, that appears to just be a screenshot of today's article.
I cant load the site, or login to the game π
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.
yep, definitely a bit of a big issue: https://x.com/XboxSupport/status/1808231362702254404
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
Like Thanos? well you're not wrong there I can always substitute missing structure pictures by building my own right now I'm working on the Hyrule castle town from age of calamity if you heard of that game it's based on the breath of the wild
devoops
But I've been waiting for those other pieces to be added but I guess not
???
ha
Well it's disappointing i can't forge cause of this outage lol but the map is coming out nicely @vivid siren
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)
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.
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?
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
decals are good for cracks
What about adding seashells to decals
hi would anyone like to build a forge map w me and try to get the master builder coating?
that's quite the goal! good luck βΊοΈ
Try #lfg-forge

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.
Looks like your adding in headings, we have those filtered out
That's like adding ## before your text
Masked links are also filtered
Okay, thanks! π
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
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.
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
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 π
But I'll try here really quick.
Test:
- Test 1
- Test 2
- Test 3
- Test 4
Okay, it might need to be longer π€
Let's hope not in the #1231006442656628758 π π
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.
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?
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
there is a specific fx for the forerunner structure shooting thing
so luckily its in the game already, just place that fx where u want it
oof. Yeah do that
just make sure to despawn it and only spawn it in periodically when you want it to animate
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
hi
Wait is forge in infinite
Yea
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).
yea huge bummer forge wasnt around when the pop was massive
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.
Forge was definitely not low priority, it just needed longer to bake with all the features and functionality they wanted to ship with
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
idk but will be interesting to hear about what kinda forge will be in next game
If it's unreal-based, it will at least be easier for them to add features and fix things that are broken.
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.
It still had an impact
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
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.
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.
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
Does theater work yet? Last I checked people were still saying it wasn't useable.
Theater is still fine, I haven't had issues with it since the WU.
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.
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
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.
Ty, and sounds good
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
If you need feedback, you're not done working on it, so it's very much WIP, it's just in the final stages.
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.
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
where is the kill boundaries in infinite forge
Volumes. Can't remember if there is something before it
Also My teleporters wont work with boundaries
It only works if I walk onto the teleporter plate
not the boundary I set
help
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
ok
I have no idea how to do that
it was said 343 hired like temporary devs?? so like they have a contract for a few months or something to work on the game LOL, bungie made halo 2 in a time crunch, 343i took their sweet time, higher budget, longer time, better equipment to work with and still made infinite.
havent seen the gt Levi or Saber floating around in a while
yeah I own those
do you own mikasa as well
why you asking
I'm friends with the dude who owns
it
Do yall have any ideas on a theme for a sort of longish, wide ish alley for something akin to cyberpunk
i thought levi and mikasa was the same person, the halo 5 account on mikasa is insane
something like a lot of halo5 maps have?
I actualy haven't played 5 in over a year, and the only map I can really think of is the one that got remade in infinite, is there more maps like that in 5?
yeah, try take a look at the breakout maps as well
there's no way to preview music in forge for some reason so I threw together a map to check all of the tracks on https://www.halowaypoint.com/halo-infinite/ugc/maps/0bc0272e-06a0-4da6-aac3-0e7e49126051
(343 pls)
i also can't find the pelican and weapon drops
covenant combat set a is nice
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
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.
i think you can change it on individual settings (like for yourself) but i've never seen a custom game interface with score hud. If nothing else, might indicate that people should turn it off before playing the mode
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
Yea im PC. Open a topic in #1231006559539036233 we can troubleshoot there, my screenshot updating ""works"" but strangely, so hopefully i can help

