#forge-chat
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Then I put myself in the middle where the bots and Banished are meh enemies. I just got the Quarantine Zone Experience lmao
Yeah bots suck at driving
Fax 😂
Kat from Reach rn "did I hear my name?"
halo 2 was miles better than halo ce
Bro this is forge chat
Should just make it your server name lmao "Halo 2 is the best game ever on God"
Does anyone want help forging? I can do designing but scripting is a bit rough for me
Hey anyone wanan do some forge
Try #lfg-forge
playtesting tonight https://discord.com/channels/471722331820130324/1271976952890396673
CST
For anybody who wants to make Hunters actually fun to fight in halo infinite. Litteraly just set their health to be closer to the bungie games expect Reach or Odst lol
And then get one of the two hunters to prefer melee attacks if you get close enough
whats a hunter?
what's the health
From my own experimentation with applying Traits to AI units, you cannot set the health. You can Add Bonus Health, or you can change Damage Resistance
So you could set the base damage resistance to 0.8, which means that take 20% more damage
i wish they would add those mechs into the game and the artillary gun from reach. it gets kinda boring playing with the current weapons in forge as they are designed to be competitive. i do miss me the conc rifle too
i found out how to fly a sabre and pelican but its a prefab and dont know how to make it respawn
"welded" prefab
There's a lot of Legacy Content that they could add that would be nice for customs but I don't think we're going to get any of it in Infinite
Can you reference the welded parent object in the script, and use it with Spawn Object ?
You can actually
Here's how I did it
Get whatever AI you wanna change
Set their squad label and go into the nodegraph and start with "On squad spawned with squad label"
Connect it to "for each object"
Link it up to the "Set Object health"
Ding ding ding
That said, you can only set it values equal or lesser than that unit's max health.
ah right. duh.
I was doing that before traits came out to try and make Breserkers into a pretend Flood form. Their health regenerates super fast though, so by the time they got to me, they had fully healed lol.
Do hunters have any health regen then?
So I had to poll every unit, check their health value based off their character type, and set their health down if they had healed above my desired percentage
So yeah. Traits are nice.
i cant open forge today keeps saying dedicated server problem
restarted pc and everything
me too
okay good to know i thought i got banned for making a map named "russia BTB" and i frigging deleted it lmao
good thing i didnt really start on it i just made a small patch of forest. but im mad now cause i wanted to start making it today.
sometimes im afraid the game will glitch or my mouse will stutter and ill accidentally delete one of my completed maps. i get paranoid of such stuff the panic really sets in especially when i am on the Publish/Lock/Delete menu. lol
yeah mine was just a small patch of plants but i took time to get it leveled so it would look realistic and wouldnt be a cluttered oversized mess. https://www.youtube.com/watch?v=ldDiyrrqEmM and now my other game i usually play which is planetside 2 is also down so now im left with naraka which is dead during the day smh
Servers are very bad and will continue to be till the 16th
Looks cool, nice forest scuffle
did you get that from their twitter ? that sucks
To thank players for their patience during recent server issues, the Halo Infinite team will be increasing the Daily XP reward this weekend. Between August 16-20, the second Daily Challenge will reward 2000 XP (up from 500 XP). This was the exact message from halo support
Actually this issue was fixed today at 3:00 if your having issues still try restating your device
What are the most optimal skybox settings for night time (halo infinite)
im not sure. the skybox settings can be tested pretty quickly in a test map while in forge mode. Just experiment with diff skybox and generate lighting each time to test. The trickier part is finding the lighting objects and setting up the level's light probing that fits the map's night theme while also not being too dark where it's too difficult to see or spot enemies, after all the map's objects have been placed.
also i recommend setting all Enemy AI Spawners to Team 4 Valkirie, so they can be detected by things like marking callouts and threat sensors. if they are set to Neutral team they cannot be spotted in this manner. Being a night map you can really take advantage of those equipment itll add a nice playstyle to the map
@whole cloak imo a night map doesnt have to be overwhelmingly dark just have a darkish skybox where you can see the stars and stuff. where the players are playing it can be lit very well by moderate skylight or light bounce and specific light objects. think Two Betrayals in Halo 1 its a night level but not super hard to see stuff
if u want u can look at my Snow Spear campaign level, if u like the night look it has, ill send picture of skybox settings
Ok cool
@zinc gull I think the lighting on my map is fine but I don’t like how bright the stars are do you know how to fix this?
i dont know sry
Would anyone be willing to help me forge on reach or show me a few templates I can build off of? Admittedly I’m not much of a forget myself
Can anyone point me to a good source of forge tutorials to get a grip.
Haven't used forge much since reach and 4s Island days. It's pretty robust and I've worked on ue and unity in the past so I'll need some help adjusting.
Have a few old paper designs for abandoned maps id like to rework into something functional in infinites sandbox.
Like building or scripting?
I like this guide for doors
https://youtu.be/LW1RMXIcU_M
First shows how to open with a switch and auto close, then goes into opening and closing door with same switch.
Oh and in future make sure to post questions in #1231006559539036233 so we can build the help database and aid future people way easier 😁
Good luck with your current map! Always enjoy em.
Both just general tutorials.
Where do I go to find the best forge servers woth activity to play on?
I'm just tryn to find best gamemodes
man i wish we could make proper trenches in the game without being on void or elyptic. i wish there was a tool to push down the existing terrain. i know how to make trenches as ive made a map with them but doing it on existing flat land just doesnt look good especially when u wanna use the flora decor default
Trenches would go hard on a raid map
The entire theme being just to breach the other’s trench line
Just no man's land
new to forge, is there any h2 lockout remake in forge made?
yes
how do i access it?
how can i play it? do i have to dl it from that webpage or in the game?
If you're signed in with your MS account, you can bookmark the map in the browser there.
Then in game, there's a tab for bookmarks when selecting a map.
If you don't want to log in, you can:
In the game, set up a Custom Game, and when you're selecting the map there's an option to search. Type in Lockout and it'll come up
thank you. is there people playing in that map usually or do you have to find people and create a party?
IDK what is often played on the Custom Game Browser
but check that
otherwise you have to create your own custom game, and you can set the lobby to Public for it to show up in the browser. Best of luck getting people to join without a starting party tho
i bookmarked it, thank you. how about a good version of beaver creek and zanzibar?
The forgers have churned out some amazing remakes, reinspirations, and just new maps.
IMPORTANT INFO.
Idk what 343 did but apparently now. If a Ai riding a banshee has something to shoot at in the air, it will control it smoothly staying focused on the target while still alive.
You don't need to trap your Banshee or set up some super complex script
Key note: for this to work, your ai driving has to be set to follow what ever they're shooting at in the air
Is this a w from 343?
hm if u place an object above the nav mesh (i guess that counts as Air) and tell AI pilots to target the obj they will fly proper? Will they break off and shoot guys on nav mesh/floor?
Idk I've only tested with it with a phantom
Like I made a phantom stay in 1 place and the banshees kept attacking it till the phantom blew up and then the banshees left
:)
it's interesting, would be fun if the phantom can be a sort of tanky/invincible magnet keeping the banshees in attack range, even better if they sometimes break off and shoot other stuff in the way.
I was able to code some kind of similarity to the "The Arbiter" mission
I had a phantom set up to go in a scripted path while you had enemy banshees coming at you and the phantom
It was really good 😮
I couldn't get Ally banshees to follow you since they really ever start controlling the Banshee when they see an enemy
I might have to set up it to where Ally Banshees will attack this 1 group and when they die, another group spawns by so you get the illusion of them following you
Hah "Follow" Reference
IMPORTANT: THEY WILL ONLY ATTACK AERIAL VEHICLES SO FAR LIKE YOU PILOTING A BANSHEE OR WASP OR A PHANTOM
I just posted a banshee showcase in the Show and Tell.
It's in the final part
my BTB map is at 87% budget, i welded a wasp to pelican and flew it, as soon as it landed it crashed the game lmao
Yeah welding is not very reliable especially with pelican lol i've been ok with the mongoose and 1 obj welded to it
Halo Assembly is now published and live
Any major changes can be made after this point for gameplay, but the art is done. It does support stockpile, grunt apocalypse, CTF, Hill, Oddball and so on...
https://www.youtube.com/watch?v=Wo7Yof7PcuM
https://www.halowaypoint.com/halo-infinite/ugc/maps/e0bbb854-5367-4278-b332-391970ceccfd
anyone run into the problem on a new round AI kept instantly respawning and then dying after? it crashed the game when it did this
im not sure why but maybe depends on how theyre scripted to spawn. maybe some interaction or vs of on game start vs on round start, if on round start is a node i am not sure. i usually trigger AI later on not at game/round start
perhaps a similar issue like how Restarting a match will bug scripts, so End game and relaunching from lobby is necessary for scripted maps
yeah i had it on gameplay start and on a new round every person who joined would restart the script
so i did on round start instead
How do you kill a specific squad, Cant find the node to attach to "squad" on the** kill squad** node.
depends. Why do you want to to get that specific squad
easiest way is to track them from On Squad Spawned with label
then set them to a squad variable. Get that variable later and then kill squad
If you need it to be squads in an area, use an area monitor, get AI in that area, and then get the squad from them
i seen a screenshot ill try it later i think its same as u were talking about, but i am running into a different related problem with Ai that invovles a zone capture ill make a help post if u think you know how to do it
i found 1 way of doing it but mayb there is a more efficient method
Or just get squad variable
Thanks for help guys here is the script i ended up doing with it. pelican dropping off Marines Via Generic Zone and when the zone is captured again it will kill the Squad tied to the script https://www.youtube.com/watch?v=KKc0UqIQsxg been wanting to do this for a BTB map. now i can finally make the map lol
I don't know if this has been said at any point, but based on my experience with Forge maps, i want to repost this image here and suggest this to the forge community; Please ensure that your maps have proper cubemaps that are placed frequently around your map's locations and are as bright as day! I know it's a tedious and trial and error process, but cubemaps/reflective surfaces help liven up the graphics in your map, especially if you're using metals, glass, and other reflective materials, it will also prevent the Spartan's visor and reflective armor coatings from being completely black as they also depend on proper cubemapping support as seen in this example here:
https://i.imgur.com/Co0hYMX.png
Most Forge maps i've played on, even ones by UneeQ and co., tend to have very few, very dark, and/or no cubemaps at all, which really bugs me because it makes it difficult when you want to take cool screenshots or do machinima, and generally causes a harsher contrast on lighting and shading for materials that are supposed to be metallic and reflective!
This is really good advice. And since I helped build that Construct map in your screenshot I feel called out lol. Mind you it was a while ago and have learned a lot since then (I think). Definitely try to get good reflections built in to our maps now with the Reflection Volume placements. This is a good reminder to go back and do that. I think at one point the lighting was going to get redone there.
But the least I can do is get that fixed for you. If there are any others of ours that you have feedback about that please let me know I can put it on the to-do list!
Oh hey! Great to see you here! 🖐️😀
Personally, i do prefer your guys' version of Construct over the version 343i used as it's a more faithful recreation of the original rather than just a 'Zeta Halo' version of Construct (which is fine, just not what i wanted), so i was kinda peeved when i saw that everything looked so dull when the actual design and details looked so good
I just hope my advice didn't come off as harsh in any way or if it makes you feel pressured to go back and fix it if you don't want to! (This goes for other Forgers too, as i just wanted to give advice on a particular part of map design that doesn't seem like common knowledge around these parts)
Nope it's all good here I have been meaning to do that for a long while it's just slipped my mind. Thanks for the compliments too. We definitely went a bit wilder for this one but tried to stay true to the original layout. I will use it as an opportunity to put Headhunter support in to the map as well.
It's understandable to miss out on the reflection volumes if you're new and still getting the hang of Forge, it's not like they're out in the open with an explanation as to what they do or how they work, unfortunately
I like the starting animation where it opens up and the light starts spilling in, if it's possible to add distant sounds to that, i think it'd make it a lot more impressive
there is sounds to that if you stand on the ledge over looking while it is opening. it's very difficult to get loud audio to play from a location in this unfortunately and we miss out on the volume control.
that was one of the first things I scripted in this game. Can probably do a much better job now but I learned a lot and it was fun to try and come up with a "opening curtain" as I called it to use scripting in an epic way.
The cool part is that all the pillars are randomized in the speed, final resting place, and heights. So while the ending result is similar across playthroughs, no two skyboxes should be exactly alike. Same with the sentinels flying.
Always cool to see developers having fun with their project to where they even have names for the gimmicks and scripted sequences they create
I didn't even notice that, but that's really a really cool feature!
Good to hear from you as one the devs of this particular recreation, and i wish you and the other devs the best of luck on updating this map as well as whatever future projects you guys might have planned! 😁👍
I like checking out reactions of classic maps, and while i don't know if Construct is really considered "classic", it is good to see it get some attention
you're right that it isn't common knowledge. worth sharing PSA about reflection volumes and what the result is.
What's a cubemap? Collection of lights or reflect volumes? If there a reference for the technique?
I use reflection volumes but cubemap is new term for me.
Lots of times my maps r big so I just make 1 or 2 reflection volumes with massive dimensions bc they can't be rotated so reaching all forged "corners" evenly is weird sometimes. I thought 1 huge reflection volume has same effect as many am I mistaken?
'cubemap' is a pretty common term when developing in a 3D game engine, but games like Halo CE and Halo 2 refer to them as a 'reflection map', and Halo Infinite refers to them as a 'reflection volume'
One big reflection volume may be quick and easy, but it doesn't show a level of quality or professionalism when reflective objects in an area are reflecting some other area entirely, this can also be problematic in dark areas and your only reflection is something that shows a bright area
I don't know if Halo Infinite also darkens reflections based on the general lighting of an area (like in CE and 2), but if it doesn't, and your one cubemap reflects a bright area, it may cause the reflective objects to glow in dark areas
Having just enough reflection volumes, if not many, can make up for the lack of a good and reliable 'real time reflections' shader in 3D video games, and are much less costly to render as it's all just sets of pre-rendered textures
However, the thing about cubemaps/reflection volumes being pre-rendered textures does mean that whenever you change and update parts of your map, you'll have to re-render (re-compile?) the reflections when you're all done so that you're not seeing earlier builds of your work in the reflections
Maybe a good rule of thumb to have when placing these volumes is to set their size so that they fit each room and hallway, and just sprinkle them throughout larger or open areas, making sure that each volume's boundaries are touching or going through one another so that there's no gaps between them where the reflections will just disappear
While it's bothersome that the boundaries can't be rotated, if you're trying to fix a reflection volume along a ramp for example, you can instead try to form a staircase formation with multiple volumes and just adjust them so that their boundaries aren't spilling out into unwanted areas
great tips this topic definitely deserves its own thread in #1231006639633469490 imo. can u or green copy paste your comments there to help future people and be permanent guide? or i can with credit to u
fortunately i made a later map in line with the boundary dimensions of the reflect volumes dimension lol bc it was so annoying when off it. so thnx for tips i will use more volumes per map area/theme
Hm I tried adding more volumes per "area" on a Forerunner map but wasn't worth it, seemed to make it look worse. For ex even when volume boundary intersect I saw a visible difference in color/light on them bc the two areas are clashing instead of sharing light into a blend, now there are more intersecting area bc more volumes, so more clashes.
Also my Forerunner stuff generally has low roughness so several volumes resulted in darker look on many surfaces, guess cuz map wasnt sharing light? and the lower roughness doesnt really absorb light like high roughness. Idk 2 giant ones ust looks better so far maybe bc my map is a very simple desert bus layout with lots of shiny Forerunner objects
Yes there are a number of tips and tricks to using them "correctly" as they can be finnicky. Things like blend distance, over top, intensity, etc. within the Reflection Volume settings all matter and should be adjusted as needed.
Also worth mentioning that each of the Forge canvases have a default invisible Reflection Volume that generates the cubemaps. They are located at 0,0,1000 on the maps. This can be the cause of some issues if that spot is stuck inside a emissive or some dark geo.
With blending some times you can be strategic where the seams are if any within doorways or transition spaces, or hide them otherwise. But you can play around with the blend distance to make that less obvious.
Also worth mentioning setting up your reflection volumes can make the existing lighting look bad, because you based your lighting off the incorrect reflections. So you often need to establish a reflection cubemap and global lighting setup first, then do the rest of your lighting based off that.
Think of it like trying to change the canvas background of a painting after you've already painted. The colours will blend differently.
If you find it is making an area too bright, you can lower the intensity of the reflection volume also.
Remember we have a limit of 15 total Reflection Volumes plus the global unmovable one.
An advanced technique is to fake a small environment that mimics the lighting conditions of a big room, put that under the map, then place the reflection volume inside that. This can help if you are having trouble with emissives or bright bleeding into the reflection bake. You can also use this trick for the global volume in some cases.
Check out Isolation remake in forge to see an example of that.
dang u make good points i havent ever messed with reflection volume properties i dont even know what they do 😆 that would be cool to experiment with i forget they exist
thx
also my map is very high on forge canvas, super high that if i place phantom spawners in higher spot of map, they insta die in sky bc of forge canvas top limit lol I have to do a prefab trick okom explained to gradually adjust
You can only have 15? Dang, that really throws off my idea for creating proper cubemaps
I guess they just have to be much more spread out then
yea it's an exercise in optimal usage for sure
i made a topic in help and questions if anyone enjoys critiquing it would be fun to talk about art and forerunner art and help improve a map. im bit lost
#1279561767017648291
either ive been doing it right but also i usually dont make all metal maps, but i usually just use one reflection volume and max out its boundary and its blend distance to 1000, i usually use enamel smooth ( now forunner flat or something like that ) and do the roughness to 0 and black, looks like a black glossed marble table.
are welded objects respawnable? i made a flying sabre with just the banshee
how do I save a custom slayer mode?
in the Custom Game menu, when you're editing the custom game, there's a button to press to view details or save the gametype
warning: this is correct
i SEE NOW, thanks
is there a way to manually shut down a custom match I made?
but I was kicked as the host ;-;
STUPID GAME JUST RANDOMLY KICKED ME OUT OF MY OWN CUSTOM GAME
If you aren't in the match, you can't control the match. That's not a bug.
Crashing to lobby is just something that happens from time to time and we just have to roll with the punches.
does a custom match automatically shut down if no one is in it?
how long will it last on its own?
@vivid siren
yea if no players are in, it ends. If only 1 person is in but they are AFK they will be kicked after some time and match will close as well. I do wish a game could be hosted as a dedicated server of sorts, it would help with cgb population, and I also wish playlists could be constructed and auto run through, but unfortunately no
so i was skimming through this guys videos and i was surprised he made a video of my map and i am only finding this out now lmao. https://www.youtube.com/watch?v=TXNmA-qUfOU
But why would the game just randomly kick me as the host as well as kicking me from the match?!?
Why won't the damn game start with the starting weapon I set?
I set it to PLASMA PISTOL ONLY but it keeps starting with ASSAULT RIFLE!
Why is this happening??
in Forge?
you can change spawning weapons in forge by applying a trait that changes the default loadout
otherwise it is always the default
not gonna lie ive only come across 3 forge maps i found amusing to me we have the ability to make cool maps but the ability to have fun gameplay for them isnt really there because all weapons are all esport balanced
You are free to join in my AWESOMEST MOST HILARIOUS-A-RIFIC forge games anytime! :3
Is there a way to make ladders in H3 forge?
I'm looking to how to make halo 3 infection spawn points
Want to make my version of fatkid
is it possible to have a BOT only respawn point? my map is finished, but i cannot generate nav mesh again as it wont let me, the bots interact in the nav mesh thats layed down already (MIRES Ground Nav mesh is the worst of all maps for some reason it wont let you generate again after making your map if its groundbased so be careful, if you decide to do this make sure to set up nav mesh and bots movement zones before making the map, AI move zones worked though without generating nav mesh thankfully)
otherwise im just gonna have to make some gimmicky box and push the bots through a teleporter
Do forge help
ended up figuring out a way, just did every in seconds on a pointer that moves to 4 other pointers in a duration in seconds while that pointer also teleports bots when they spawned, works well lol
Jesus I'm still not sure if I'm in the right place to ask for forge content
lol
Questions and help dude
They're asking for things to be added or what will be added. Seems to be expecting it to start a dialogue where someone from 343 will tell him it's going to happen or not, or what is still coming.
Thanks @vivid siren
hi kinda new in forge
i have done a map with firefight mode
i set the swpaner ia
but the ia is not moving
any idea what i am missing?
The spawners prob need a AI Move Zone assigned to them
if FF KOTH they prob need another obj property that assigns the Hill as a move zone or something, ive never made a FF King of the Hill map, i just do campaign style
You should read through this wiki page about Firefight KotH: https://wiki.thescriptersguild.com/main/forge/modes/firefight/firefight-koth
Once done, you should use this prefab, which has all modes with objects pre-configured properly: https://www.halowaypoint.com/halo-infinite/ugc/prefabs/632ab661-18dd-4231-b4b9-a57ab90dd8c7
you would only need the firefight stuff in the middle, phantoms (if your map can support them), AI spawners, 5 hills, 5 hill zones, and 5 move zones for each hill.
How is it that you can't spawn AI in both mires and depths maps any fix for those maps in the future?
AI must be spawned on valid nav mesh. You can generate nav mesh by holding Q and selecting nav mesh, click build. There is a nav mesh debug visualizer in the forge tool settings menu.
Let me see if that works cause there have been times that my game either crashes or freezes
mires is a B to have AI on, if you are using the ground, mires map takes up so much nav mesh data
if its in the air, different story, remove the nav cutters around the map if you are making a map on mires that is in the air.
i recently made a map on mires using the full maplayout, i cannot generate the nav mesh at all again, i even placed many nav cutters on rocks and other things to try to make it work, still wont, has somthing to do with the ground difference of the rivers or somthing not sure. if you want to make a ground mires map, make sure to set up a blue print of your map layout and then do the AI move zones and bot move areas ETC and regenerating the map before actually making the map itself, only way it will work.
I’m looking for some good forge for my clan how can I recruit some
some reason boolean logic node when clicked twice crashes game
my game crashes a lot when switching true-false that some nodes have. mystery
to get around it i always back out of script brain soon as i edit the true-false, save, and go back in lol
another weird issue im running too is i have a trait set that doesnt work when i test in forge but does somtimes when i delete somthing, now it isnt working at all when i added bots, all i have in the trait set is movement speed and bottomless clip i wont need the trait set in custom games but its weird not sure whats causing it and ive only used 20% of the forge budget, i did have a weapon type combonation script but only for 1 weapon
share some pics in help n questions maybe we can figure it out
i think its just a bug when i got back onto the game i was able to run around again, somthing to do with moving traits into another brain or so.
damn i just found out a substitute for every N seconds node, i had a generic zone capture complete node to start a script, but problem arised with bots being in the zone contesting it, not allowing the rest of the script to fire, you can then make another script to not allow them to capture it, but instead i just used "on generic zone online" -> deactivate generic zone then it ran rest of script and re activated the zone at end of script after a wait in seconds, incoming timer in the object settings can be like a delay. appearently there is a bug where ppl cant join if you have too many every N seconds nodes
Why is the forge on infinite so suck bruh it's too complicated idk how to put a wall down
It is complicated because it is powerful. Hard to make those two things compatible. It would be nice to have a Simple Mode, that was more like H3 forge
I am sure there are Intoduction to Halo Infinite Forge youtube tutorials
why do elites that get into banshees fly upwards to china only
They don't work without script also what kind of joke is that
You have to set them to follow an aerial enemy like a phantom, banshee, or wasp
yea what ivy said its same reason sentinel drone AI are not a thing, no air nav mesh. no possibility of coming to Infinite either so maybe next game
i put the AI in a box and have seperate vehicles from vehicle spawners with a zone inside the box linked to another zone, the AI automatically drive forward when they get in so i put a area monitor teleporter infront of the vehicles and get them to teleport
i hve get all AI to follow eagle team and AI are all set to cobra and i got them to not fly upwards "as often"
also when i messed up i noticed they would fly out of the map, but attempt to fly back to the original zone they came from which was in the box, so i bet if you loop the zones you can get them to fly in a general area
i used brute commandos, they seemed to be smarter than elites drive wise
Perhaps you can use Modify AI Targetable nodes to tell the AI that will jump/Attempt to enter vehicle node the Banshee to target some object in the central area near where players will be
You can't
You could make a zone that covers much of the whole map and use On Object Exited Area to teleport them back in?
Y??! edit u r correct 😦
Just curious has anyone had experience running a Halo Forge club in an educational setting? I manage a coding center for kids and I think they'd have a blast learning about map building and coding using Forge.
I don't see why not
the addition of AI lets you make encounters that are cooperative rather than being entirely player v player
what if u add an incoming phantom into node graph and make it act as a gunship - moving around map or staying in 1 spot, never dropping its troops. And every n seconds recovering it's HP or health recharge, so it cant die
That you can do
For some reason they will only fire on enemy banshees, wasps, and phantoms
They also have the tendency to shoot at ground troops while their target is still alive
Any time
ive been experimenting and the banshees r so dang awful, in a bunch of open air tests with a translating phantom gunship and 2 banshees, all diff teams with magic sight - banshees r so stubborn in their ignorance and fly away, even if i area monitor catch them back into center.
when i added an enclosed room and they do fly much better, but only 1 of them shot like 4 times at a grunt on the ground that a phantom dropped, didnt even kill it. at least the phantom gun shoots at stuff but it always does.
You sure your doing it right?
In my tests, the banshees have never flew away till you die or leave the banshee or wasp they're following
you should as forge has all the basics of coding simplified without having to graphically design something from scratch
id laugh if i see a building architech use halo infinite forge they technically could from a visual view not sure as far as measurements for infrastructure and beams
I haven't added AI follow scripts do u have them follow a player?
You make them follow the vehicle the player gets in
I see i will try that and later also setting phantom as followed object
For those of you who care to know, i made a prefab of all the obj's that can be scaled down past 0.5.
https://www.halowaypoint.com/halo-infinite/ugc/prefabs/15b55d2c-55ba-4833-9f94-9b95110ea341
Can someone PLEASE tell me why my variants are not playing when I make a custom multiplayer match? It would only play the first variant
what like game mode?
Yo
Can I remake an entire other game's map in Halo Infinite forge? Can Infinite even handle that?
I wanna try to make at least one of the regions from Metroid Prime in Infinite
you can always try, forging high detail stuff like that takes plenty of time and effort. Plus learning the tool and what's available for u to use.
Yo can I have you as my forge please
Lol I'm probably not good enough to do anything big like that, I just have a habit of thinking a lot bigger than I can do
Oh okay
is there any scripters here?
if somebody is up for the challenge, im looking to move an object on a reptitive path
It's for an infection map I'm working on. I have a neat idea
U can definitely handle that, like Ivy says, just need a couple nodes. If you're unsure create a post in #1231006559539036233 and someone can describe or show image of scripts
@zinc gull Are you able to translate the object to more than just one destination. For instance; Could I make a "spline" in a sense, a small track that the object moves on?
quite literally, I want to take the civilian van object, and have it move around a circular street.
yeah u can form a spline with several Pointer objects - and script the van obj to go from point to point. once it reaches one pointer, it will go to next, etc. u can set how quickly it takes to travel destination object to destination obj as well. most of the scripting is only using the Translate Object to Point node
sounds reasonible. It will only have to turn 4 times, so I imagine I can have it stop, rotate 90 degrees, then forward again.
yea u can add in rotate object to point node, once it reaches a destination obj
As far as I know, this will be the only script in the entire map, so It can be pretty heavy. I imagine the more pointer objects, the less janky it will look.
So long as I have it loop.
But, if you hop into forge with me and do it, I'll be your best friend!
sry i cant im focusing on 1 map nowdays
that hurts my feelings.
If you are good at math, you can use loop of Translate to Points, where each point is calculated using Math instead of a bajillion Pointer objects.
You can make a circlular arc with Sin and Cos, for example.
That sounds cool i should learn math
Cool now I just have to recall the equation for sin and cos 😶
Got an A in both algebra 1 and geometry but tbh I’m getting a little scared in regards to algebra 2 😭
Yeah I was looking into that. Some guy made an example apparently. I'll def look more into it once I finish up my map. It's a secondary objective on the agenda at this point.
yes lol, every day
It’s been a very long time since I played infinite or any game at that but I’m thinking I might get on and check out forge soon because I had a cool idea to make a map where everything is scaled to humans so you would have to crouch to get through doors and there would be many breakable objects walls etc.. 😂
Do you know if they're still updating it? Could do with a jungle biome and maybe a insurrectionist pallete, not to mention the standard Unggoy mule (Not Briglard the boss) is missing from the AI spawn list 😦
the alien palette should cover jungle pretty well, you can also color the other biome foliage now. not sure what insurrectionist would entail, but check out the new brutalist palette
Ok thanks,
so United Rebel Front (URF) pallete, maybe like the logo or symbolism, human graffiti showing distain for the UNSC and ONI, guerilla type military structures, fortifications and munitions crates or something...
I feel like they get under utilised in Halo games or not at all, forge would be a good place to let people create maps based on their presence 👀
Unfortunately I can’t script but imagine if you scripted the upper floors of buildings to break if a spartan jumps or falls on them 💀
is anyone else running into the game crashing when playing the survive the undead event mode ? i think its caused by runtime budget maxing out and buttons being pressed. i had this issue in one of my other maps when paired with music and something moving.
other then that, probably the only forge map i can play for hours, sucks they will remove it after october but hopefully not.
I had one crash in matchmaking so far. The damage that I was dealing with my weapon was causing my health to deplete instead of gain overshields and shortly after that I whitescreen hard crashed. Sometimes it gets laggy with lots of explosives going off, but if you are crashing frequently I would recommend alterning your video settings or turning down your FOV.
I found this vid it may help with ur spline ideas in forge https://youtu.be/695Jee8zDLA
My idea wasn't very good bc I don't use math but this guy has math scripts going
That guy's script is complicated. I would not start off with that for a beginner
Does anyone know where I can watch some forge tutorials on YouTube? From scripting, to terrain/structure and other geography tips?
I did use to watch Zechariot's vids but he's stopped uploading sadly...
I love forging, but I really want to get better, I have SO many ideas, but never finish a map because of skill limitations or not knowing how to do something :/
I mean there's a bunch of YouTubers doing those stuff
There's probably a wiki or something for forge
Probably
I can never find anything like tutorials or guides, noone consistently uploading 😦
I believe there is, but I'm more of a visual learner, I can read up on it as much as I want, but if I don't have examples I'm stumped
There's definitely stuff out there for the simple stuff, but if you wanna get into a harder, more complex stuff. There's not rly much out there
I remember like 1 video that went over a complicated script.
It's the dude who made the Inclemancy and Zero Point Order forge maps for Infinite
Pretty sure he has a yt video of him making Inclemancy and the script he made
alot of forgers dont even use this discord, i have found lot of forgers on the /r Forge on reddit.
@pearl robin @worldly ore okey dokey, thanks guys 🙏
Amazing! Thanks bro
There are some Forgers over on /r /forge, but there are other discords that are much more active in answering forge questions
the youtuber Zechariot has a lot of beginner friendly tutorials for stuff like opening doors
but he has taken a hiatus from making new ones. AFAIK most of his stuff should still be valid
Yeah I'm in the forge discord too, but tbh forging is just so obscure, it's tough to find somebody knowledgeable and willing to help if they aren't already working on something haha. I'll look up this Zechariot as well!
Here's a prefab for that spline script if anybody is interested. Pretty impressive stuff!
the forge discord is pretty dead, moreso than here
I love forge 🙂 It's my go to for relaxing. Put on a podcast and just make some art. Such an obscure medium only very few people get to enjoy the aftermath. But its worth it to me 😄
don't I know it :/
Yea I go thru obsessive phases with forge i wish wish cgb was more populous! Maybe 3rd person will spike it some in November
My philosophy with making things in forge (that I learned from the H3 days) was that I make things because I enjoy making them, not because someone will enjoy it and give me recognition for my work
If you are makingn stuff with the goal of getting it into MM, or as a featured game type, and you aren't willing to put a huge number of hours into it, you're doing it wrong IMO
Yes! exactly. I'll spend hours just walking around my archetecture and landscaping in awe. It just looks so pretty 🙂 But I also always have an objective to get into MM.
Which kinda confuses me, cause I see AWESOME maps in the community showcase, but they never seem to put them in any playlist...
oo I forgot about that! The spike will last about 3 days lol.
Yea ur right 😭
There's a decent number of fan made maps that have made it into MM
That banished midship map is gorgeous. Played it a few times, same with Banished Narrows.
Hi y'all, question. Would anyone know why I walk slow in game play test mode for a solid 20 second before walking at normal speed? If anyone has any advice on how I can fix this, then I'd really appreciate it, thanks.
what map r u on? may be a movement speed trait edit active On player spawn for 20s. unless it's ur own map and such scripts aren't active
It's my own map I'm forging. I did use a prefab that I found that slowed down movement speed, but I deleted after testing it out. Would that be what's possibly causing my issue?
May have been! but can't say for sure without looking in the brain node graph.
Sometimes prefab brains bug out and stay active on map if the brain object is outright deleted. Like it's safest to open brain, delete all script nodes inside, then delete the brain itself.
Dang, I see. Hmm do you think if I bring in the prefab I used and properly delete it, then it might fix it. Or you think I might need to just delete all my nodes?
If u have other prefab brains take a look at them for trait scripting. U shouldn't need to delete ur own nodes if they aren't trait movement speed ones
If u have the brain bug I'm not sure what to do
I figured it out. I just pulled up an older saved version of the map. Tried looking through my other nodes beforehand, but I think the prefab got bugged cause none of my nodes had movement and the prefab node was empty. 🤷🏻♂️
I appreciate the help though. I didn't know prefab nodes were known to bug
Lol yea, thankfully though there's an ability to load older saved version of your map. Otherwise I'd PO 😅
All those hours of work and poof... gone like that 😅
good point to remind people to save older versions
they auto-delete after 30 days if you don't
Great map ideas for you forgers, make a Halo: Monalisa map where it’s a dope story maybe consisting of 4-5 maps and the last one being a raid map??
Like the movie 🔥
I really like the Mona Lisa story but with no Flood AI in the game, it won't feel as good. I think that'll definitely be a great topic for next Halo forge
Like someone is making a really cool looking Library campaign map. I feel bad tho I wish there was Flood AI to really match their inspiration and ideas. But it's still good mapmaking experience they can bring into the next game
I mean, I'm working on "Flood at home" but yeah, not the same lol
i wouldn't doubt we will be getting flood AI soon in the future i am sure they will be making other new AI as well
I worked on a flood inspired BTB map for about a year. It's gorgeous and plays cool, but unfortunately people just don't stay in the game long during customs. If you make a map where nerds can't hide in the corner for 4 minutes doing nothing, they just leave. The new wave of infection players are boring and all they do is hide in a corner. I don't see why people even play.
*leaves when infected lol
I'm begging 343 to make a playlist feature where you can line up maps and gamemodes for custom games, so it just loads one after another, instead of going back to the lobby back and fourth. It would be perfect for making campaign missions.
Or some sort of "end of map" script that loads the next map if you reach it. If this were possible, you could basically make Metroid inspired map gameplay, and seperate biomes, levels, missions, etc. I would love it.
All valid
halo 5 for pc 😭
I mean, the OG Zombies mode in Halo 2 (where you had to change teams manually) was "hide in a room until the zombies broke in" and was still a blast
mhm
I have not used the forged part of the game
They must be a big deal there's a whole room for it
😂
I'm so new to this game and Halo all together but I really like it, any help would be appreciated
best of luck, quite a bit of a learning curve. Youtube tutorials are your friend
Have you worked in a 3D model software or any other game engine?
I don't understand your question, no I do not work for a gaming software company, yes I have played other games
But I have not played any of the Halo games, currently right now just playing multiplayer on Halo infinite
peter's asking if you've used 3d modelling software like blender/3ds max/maya or used game design software like unreal/unity/godot etc. you dont have to have worked in game design to have used those kinds of tools
if you have used them before it can help with getting started in forge.
having that kind of experience isnt essential, but it does help
there's a slight carry over to just understanding how to move the camera around in 3d and interact with stuff, but yeah, pretty different altogether.
Learning forge is a journey, youtube tutorials are your friend.
No clue on any of this
Hi guys,
wondering if there is a way to increase the 'speed' of the melee attacks (includes attack speed on melee weapons like energy sword).
I found there is a trait called melee recovery speed but increasing that from 1 to any other much higher value (eg. 10 or 50) doesn't seem to be making any difference.
hm see how high u can set the value. i remember movement speed could be set to 5000 what if u tried that
theres prob some real hidden max value thats not exactly the number but idk what it is
I tried 5000 as well.
But thanks anyway 😊
how do ur scripts look? it def speeds up melee speed, just tested in forge
I think it caps it at some value tho. Just tested , its def greater than default when you set it to say 2 or 3 but I want much faster.
melee recovery speed does indeed work
Yea way more than no difference
I wish the hydra reload time could be sped up as effectively, but it seems only 1 part of the hydra reload animation can be sped up, it's weird. I'm gonna try again
I wish they had a few nodes to just speed up any animation. That would solve a lot of these problems.
anyone know how to store more than two weapons in the inventory ? Right now it's just a primary and a secondary.
I couldn't find a way to trigger a custom event using a keyboard key press either so that could've been one way to achieve this.
you can give players weapons
you could trigger the event by On Player Mark; On Player Crouch; or On Weapon Dropped
you can use variables to track what weapons a player have, how much ammo they had, and use On Weapon Dropped to swap out weapon from the variables, and storing the dropped weapon
sounds good, thanks I'll try that
it is not a beginner level script, like opening a door, though
I understand that, will use some of my programming xp to acheive it 😅
basically I'm trying to simulate a 'weapon wheel' type scenario where you can use more than just 2 weapons and don't actually have a nice weapon wheel displayed on the UI
Sounds fun. Throwing a weapon, having it get deleted, and then storing a variable in a list that represents it sounds like the ideal way.
You would then remove the weapon from the beginning of the list and give it back to the player.
So you could just throw your weapons endlessly and it would rotate through your list of armnaments
yep
The only downside is , constantly having to press the 'weapon drop' key to cycle thru a bunch of weapons to get to the particular one you need in a given combat situation.
Ideally it should be like (just an eg.)
Press Q -> switches to weapon1
E -> switches to weapon2
V -> switches to weapon3
etc.
or something even simple like 1,2,3 ,4 keys
anyone played a moba map in forge??? damn my high is giving me thoughts of doing a Moba type game mode with AI
Try #lfg-forge
yep. We only have thet scripting tools that we have. The number of catchable player events is pretty small. You can do boolean combinations of crouching, marking, and jumping (which plenty of others have used as activation triggers).
You can also detect equipment usage, so a custom equipment A could be used to switch weapons, for instance.
but that interferes with normal equipment usage
ikr , maybe in some future update they'll have more triggers.
But idk lol they're now moving to UE5 so not even sure if forge will be around
they won't abandon forge.
We won't be getting any custom player inputs, I guarantee that.
A fun one might be to
on equipment used -> check if custom equipment A -> store both primary and secondary weapons into the pocket dimension -> and replace player weapons with default spawn weapons (if it is thet first time being used) or swap out the pocket dimension weapons
so you can't rotate though a huge list of stored weapons, but you could have a quick swap between two weapon sets
thanks, what's the node that allows to store primary and secondary in the 'pocket dimension' ?
Variables Advanced: Declare weapon type variable : id=primary_weapon, scope = object
Set Weapon Type Variable: id = primary_weapon, scope = object
Get Weapon Type Variable: id = primary_weapon, scope = object
to use the get and set, you need to get a reference to the player object and connect that to the Object pin on the Get / Set
the Value input pin is the weapon Type that you want to store
Scope = object means "This variable, as identified by This ID, is store ON this object (in our case, the player object)"
the Identifier can be any text, choose stuff that makes sense and make sure they are EXACTLY the same on the Declare / get / set
You can do the same for a secondary weapon.
you would ideally also check the ammo and save that to a Number Variable, but that's going to be finnicky
thanks a lot
it's time for me to....implement!
good luck
you'll be using Give Player New Weapon, which makes the player drop the old weapon. Easiest way to clean that up is to get a reference to the existing weapon first, then after it is dropped, delete it (and in this case get its weapon type to store in the variables)
Hello, I go by Soio Sama on the Xbox, I was wondering if any intermediate-advance forges for halo infinite is available to possibly help me with my new map.
Currently I’m working on writing cool campaign missions for my buddies and the halo community but I’m not that great at forge. If anyone wants to join my party currently just send me a message, thank you!
Gamertag: Soio Sama
Try #lfg-forge
Thank you for the heads up 🙏🏾
anybody here good at scripting firefight?
Yeah
Hey
oh sorry for the late reply
i like using scripted waves for campaign missions. i never rlly make a firefight/ capture the hill style ff map
Guys, in forge, is there an archway ?because i cant find one
In biomes and rocks there is a Archway looking rock of each type.
For non rock archways idk, prob have to make one
the covenant high charity door frames are pretty "arch like"
There’s a few. You can also make one with primitive blocks!
the primitive half rings comes to mind
I’m completely new to forge and the only forerunner floors I can find is the single, tiny square of a floor which doesn’t match with others if you paste it next to each other and it doesn’t like great when you scale it up. Are there any other floors or things I could use as floors for a forerunner build?
you can retexture many of the pieces.
There's forerunner Structure pieces like bridges that can be scaled to floor size
I didn’t know you could retexture pieces. How do I do that?
it is in their properties, each piece has multiple textures you can change
good luck getting acquainted with the huge list of texture lol
I can’t find where to change the textures in properties 😫
Oh wait I get it
it’s only for certain pieces
tysm
if u want a good forerunner floor Behemoth Hatch MP is pretty good. just has weird shape so u will have to mess with it
in Accents - Forerunner MP
My entire forge build was just lost because I crashed and forgot to save.
oh never mind it seems to have autosaved right when I crashed
thank god
I love Halo
There used to be a map made in forge on halo 3 where we would start on a platform and it had a massive slope and you would race on foot to bottom to get the oddball or flag
Any one have this map or seen it ? I just remember spending hours trying to beat my friends
Is there a phantom object in forge?
Yea Phantom is in Infinite forge but it's a hidden object. And can only be piloted via scripting
you can script Phantoms by placing an Area Monitor where it spawns, and :
On Object Entered area -> set object variable
Now you cacn Get Object Variable and do stuff with the phantom object
you can move it around, set its health to heal or hurt it, and other stuff, probably
Hi
Hey guys I’m a newbie to forging. Any great content out there to get people oriented with forge?
I recommend diving straight in for a few hours, and just get familiar with the controls, menu, and interface. Experiment, play around try making a 4 walled room from primitive blocks. If you can build a 4 walled room with primitive blocks, you'll have a very base knowledge of how to manipulate and move objects you've selected in the menu.
This fella will help ya
Thanks! I’ve dabbled with it and made a few maps just for myself but I definitely don’t have a strong knowledge of the tools available to me in forge. I’ll check out the channel!
youtube is a nice source, esp if youre trying to get into node graph scripting
Is there a Halo 3 map pack of famous custom maps?
boo
They should add a vehicle spawner that drops a vehicle off by pelican, like in btb
maybe next halo
love this game
i have made that in my map its not hard, sucks to have to do it though like why dont we have that even when the programming for it is there
just use a event, then spawn pelican, translate object to point x2 (to destination in the sky then downwards) then spawn vehicle, then translate object to point (fly off or fly upwards and then fly off) then delete object once it gets to its last point. on round start reset object node with all its options to true
inbetween all that u can also spawn in FX like dust cloud and audio
im currently making a trench zombies map and will have pelican drop vehicles for zombies haha
synchronizing a warthog flying with the pelican is a bit more effort (along with more complicated movements than just straight lines), but you CAN do it
Does anyone know where the Third Person script is in forge?
Whoops, forgot there was a Forge help thing. Ignore this.
You can find it in the player's abilities
What Is It Called?
Thank you so much for fixing the AI Traits bug, Forge Team!
The category is called "Player Traits." The script itself, I can't remember, but the name is pretty self-exploratory, so it should hopefully be easy to find.
Unless you're me and passed it 3 times when skimming through. Not sure how I missed that.
Doot already helped me find it, but thank you anyway. 👍
what ive been wondering is if that reach firefight artillary strike was programmed or you can actually script that, would like to use it on my missle launcher
like the target designator? u can script a projectile airstrike of sorts, like with rocket hog or rocket, or hunter blob (tho hunter has its own issues)
nowdays usually generic balls are used as the tool to pickup and throw it as the cast
There are airstrike prefabs you can use, with different triggers and different projectile types
the oldest use Marking and Fusion Coils
Making your own could work like this:
Spawn a marine and put him in a rocket hog (or give him a rocket launcher)
Make a dynamic object (could just be a cube) targetable and on a different team.
Catch the projectile in an Area monitor (On Object Entered Area -> get object velocity -> compare to what that projectile should have)
Store that projectile in an object variable and also keep it alive, probably.
To trigger, clone the object variable, set the position to be whatever location + some Z value, add some random X and Y,
Set the velocity to 0 in x and y, and negative something in Z
Do that in a loop for how many projectiles you want, with a sleep between each cycle
For added benefit, create a nav marker or boundary on the location the strike is coming down, play some voice lines for the relevant players, add an FX to look like a smoke signal,
Then clean that all up when you're done
you can skip the marine part if you're using a fusion coil.
(don't forget to uh... clean up the marine afterwards) You can use a hunter instead to steal their projectile. Don't forget to set the rotation of the projectile straight down
Be sure to set a boolean preventing it from triggering twice, or build a system to handle simultaneous strikes by having multiple of each object define, or clone and clean them up afterwards
To make all of that work like a Missile launcher, we can change up where the cloned rockets spawn, what direction they spawn facing, and that's fine
What will make that more complicated is if you want them to arc, fly straight, or home in on targets
I need help
I bookmarked a cool map a person was showing off in custom games
I forgot to book mode the editor mode
and I for the life of me cant find what he used
Im new to halo infinte so if theres a way to view all the work on someones project, where can I find that?
found profile through recents yay
How do I look at there profile again without going through recents?
I dont see a option to view profile when normally looking at a map
His maps r amazing and im waiting for him to release one and want to be able to bookmark it once its released
What map?
Pillar Of Autumn Endless Winter
Based on map description he doesnt have a specific mode that u need to pick for the map
What type of mode did u play it with? Firefight, attrition, slayer etc?
hE DOES
mb
caps
it was on his profile
I found it
new questiojn
its really good, already have 8 players
want to see it? it naturally attracs players
I think I've played it if I remember correctly it's a cool map and fun! It's too late in night for me to play rn
What is the mode called?
i send in few
U cant find it without looking in profile files I think
The Pillar Of Autumn (Legendary)
is the mode
there is also a (Normal)
ill check it out, might be easier for me to try to find that reach firefight map if its even published and prefab the brain. the way they did it works really well
Trying to make a map in forge, anyone know how to add the infected red hud to other game types?
yea scripting responded to ur topic
dude this 3rd person view trait is sick bro i havent checked cause im in forge right now but is this now a option in custom settings to where i dont need to do it as a trait??? all we literally need is halo reaches Equipment roll and you can literally be playing gears of war in halo
i literally see no point in playing in first person view anymore
now im wondering if you can change the FOV for third person too to make it somewhat closer
idk if you can change it with forge settings, but in the livestream before the update went live the devs did mess around with the fov slider in their settings and it did change the camera in third person to be more "over-the-shoulder" style
yea in mode settings it's there too. forget which tab tho
Player traits
Hello I need help
awesome they even added the female voicer in scripting i like her voice better tbh the guys just doesnt sound great in infinite
The announcer of medals?
Question
How do I find someones profile?
I dont have them in recents anymore, they make amazing forge maps and I want to look up if they released any new ones yet. Or re-enabled ones that were disabled for some reason
"NeedaNeedler" is the name, I cant find a way to see there files 😦
found solution
u can see owners map files if you look up there map, but only like that :/ if u dont have them in recents
I love forge so many possibilities
Forge is almost similar to super mario maker where you create your own levels but don't have to create the textures
Yeah?
In the scripting bit of forge I’m trying to activate a script when a specific medal is earned, where do I choose from the lists of medals?
Yo
Anyone have any tips on nav messages visible for all players? At the moment I only understand how to push a splash to a random player
Does anyone know how to use third person commands in forge?
I found the third person gameplay trait but can't figure out how to trigger it switching perspectives
on round start - For EachPlayer - apply player trait, connect Execute PerPlayer to the Diamond on Apply Player Trait, And Current Player to Player pin. (you must have a declare trait node, set up the name as same identifier (whatever you want it called) and attach the trait to declare trait node
Thank you
left out one node i edited my comment
That will make it easier for me to add third person to forge
Although you won't be able to toggle between third or first person perspectives
i have not tried it but i think you can, on player mark - remove trait then have another on player crouch -apply trait
could possibly also do it in a branch way with on player crouch and have the node get is crouching connected to true to apply the trait and under false pin do remove trait
I will give it a shot
Later today
see what happens
By the way, thanks for helping me in finding the third person commands
u can also just enable 3rd person in the mode settings if ur playing custom games. but in forge then yea script it in however u want
so i tested it and you can toggle 3rd person and 1st person view with only 4 nodes
on player crouch - branch if true - apply trait set - if false remove trait set
i think it would be possible to do it with on player mark but you would need to have a toggle boolean varible nodes and i dont know how to do that one
on player mark - apply trait set - branch / condition (get is crouching) if true - Remove trait set this one works too as a toggle, you must crouch and mark to go back intofirst person view if you mark while standing up youll go back into 3rd person view. i think this will eventually become a bread and butter script for maps now, but like i said i think there is a way to toggle it on and off without having to crouch but i never mess with boolean variables much.
yep i went with mark 10 or 15 units near self to toggle on off
Could you show me an exact screenshot of the commands you said in order to make it easier
make topics in #1231006559539036233 thats where people can share images
Could you send me an exact screenshot of your commands on https://discord.com/channels/471722331820130324/1231006559539036233
Do you guys know how to replace the skybox?
If anyone would want to send a screenshot of their complete third person command nodes so I can figure out how to get it working. Send it at https://discord.com/channels/471722331820130324/1305324822968008745
if anyone also wants to help me with getting a complete forge slayer commands working send it at https://discord.com/channels/471722331820130324/1305458609710305281
I would appreciate the help if you can
Forge
Yes
new annoying scripting bug, just decides to make your script not work even though you did nothing wrong, remake the script without duplicating anything and it works, but now this time another thing messes up even with ai turned on to trigger only by script it still triggers them.
i made a new script brain too and when i would press Q for node graph it kept bringing me to the first brain instead of the second one i made
Are you copy-pasting brains?
no i have been pinpointing it to it now being some sort of duplication bug
even when you duplicate somthing it thinks its the other object still, its affecting AI too
i duplicated a AI spawn zone and they wouldnt move or ignore script and still be triggered, not sure if the cause of this to start happening was when i generated nav mesh and moved a truck that had nav mesh jump hints on it
or it could be this other bug i am encountering where you place something, test in forge, and it isnt placed at the area you placed it, it moves itself back to where you spawned it in
yeah there's issues with duplicating AI spawners for sure
So this is a gripe I’m having, I like to start on 0,0 coordinates when I start maps, always have, but it seems like I can get my starting point there, then as I’m scaling a block, it’s no longer sharing the X or the Y as the center.
unfortunately we cannot change the scaling point AFAIK.
Other 3d modelling software / game dev stuff lets you do that, sometimes
been using the infection mode for infection but always run into scripting issues. anyone have issues with nav markers on infection mode? works perfectly in forge, but the nav markers i did specifically for cobra team arent showing up and the ones i marked for eagle team are emitting audio for cobra
not sure the proper mode to script infection on if i have too
Infection is technically FFA but uses team affiliation, that's why
you have a couple options, you can either ditch the scripting that comes with Infection and recreate it yourself, and then use Minigame as the basis for your gametype
or you can rework your scripting for nav points to track that "Cobra" team differently, by calling Get Player FFA Allegiance which will return Cobra for Infected players @pearl robin
If you going to remake your own infection scripting:
On player killed -> set player team cobra
handles most of the infection logic. You can do more fancy stuff to get the voice lines to go and set the armor FX to be infected if you care to
not sure where to pin the get FFA allegiance into the script
hi guys. Is there a way to make custom map terrain for halo 3? Or can you only edit in game item spawns?
Good morning
Im not sure about that
Hi good morning
Hey
Yea
How do u like reply to the message like it says what person your talking to I'm new on discord
Guys?
You swipe to the right to a message and that way you can reply
Got it
if you're on PC, theres arrows if you hover your mouse over the message as well
I'm on mobile
Good
But I play on xbox
Do ppl still play h3 on xbox 360? That's wicked
new epic UI bug in Infinite 🤣 🤣 everyone if you made a map, look at its # of plays
wHAT DOES IT SAY?!?!?! 50,000,000!?!? X'D
22,400 times LOL in one overnight. went from like 300 to 22,400 🤣
DAMN, SON. Halo infinite literally making an all-time world record for game with most concurrent players EVAR x'D
its as if the launch population is back, in ghostly form...no extra bookmarks tho, just plays 😛
anyone messed with power socket planted event, it doesnt let you tag the object reference on the left side, so it fires globally for all power sockets and i want it to fire for only specific power seed socket
actually nvm i just found out you can use on object interacted instead to reference it
what is forge
Halo 3 & Halo reach forge was so much fun palying it on the xbox 360 non stop
It’s essentially a level builder that allows you to create unique maps and game modes
Halo 3 D-Day landing on last resort
just confirmed myself that there is a duplication bug that i mentioned last time
in my map i wanted to try somthing with a hacking terminal but didnt wanna delete and remake all the spawns just ot try it out ( i couldnt do it where the spawns where cause the AI would kill me when trying it) so i selected all spawns and then changed them to neutral did my test and swapped them back to original teams, tested map out and for some reason all the bots would instantly die even though i have no scripting tied to the bots dying for any reason at all
i redid the spawns from scratch without duplicating anything and theyre working again.
encountered another one that i think is the same bug where i duplicated a prefab, i have a mine inside a universal blocker, and for some reason that deplicated mine + the original prefab both started to explode from grenades even though it had the blocker on it, i had to re adjust the position of the mines and re do the blockers for it to work again
bots or AI units?
bots, actually i just tested map again and eagle team works but not cobra not sure if i have those spawns outside of the nav mesh i dont think i do maybe has something to do with the spawn settings or somthing not sure ill look at it later again
I had a LOT of trouble with bots and spawns
They completely disregarded my team specifications in my minigame
as in, Cobra bots would spawn on Eagle spawners for no reason lol
I eventually just teleported them where they need to go
found out what was causing it, weird. on player team change - set player team was causing them to instantly spawn in and die for some reason
there is not a headshot only option right? i have this flash light script, just thought if i lowered the vector below the head and put a projectile blocker on everyones body except for head it would work as headshot only lol
Set player team kills any living player
Is there a reason you are changing the team of the bots?
Valhalla mode is pretty close to an easy headshot only mode. It makes everyone invincible UNLESS they take enough damage to 1-shot-kill them (this includes back-smacks, headshots, and other high damage things like tank rounds IIRC)
You can also make it so players are effectively immune to anything but headshots by making everyone have a lot of damage resistance and do very little damage, but shields will complicate and they'll still be able to die eventually
https://www.halowaypoint.com/halo-infinite/ugc/maps/6b7cbbb0-535c-4a9b-af46-6e65bd0d2d0d it is now available and completed
you cant have every N seconds on custom event right, i have this every N seconds script, every 3 seconds it checks if pointer is spawned or not, if its is, it will play an alarm sound, not sure if this will mess up game as i will have over 6-7 of these events
Should be fine. But why not check it all on 1 every N seconds?
yeah i have a branch for it, Every N Seconds - Branch (condition) get is dead (pointer) - If False Play 3D Audio For all Players. i have two on map so far, doesnt seem to affect much, im just not sure if its actually running in the background or just firing when the conditions are met for the branch, if it isnt running until the branch is correct, then thats good, its just audio running anyways.
every n seconds is always running. the branch will also run, however if the false node goes to nothing. nothing happens.
same for true
I wonder, has anyone tried making a wwz(game & movie)style, wave event?(Like ai pouring from the top of walls or in general to climb to you) I know we only have 32 ai limit(well, and the bots, and possibly grunts if that still works)but they could be made to respawn really fast without one dying either, and 32 is still a lot, one or a few disappearing, wouldn't be fully obvious, especially if they're really fast
yea u can do that, i like doing it to increase tempo of map section, keeps AI count up instead of slowly decreasing. can then give units speed boost trait
keeps play more intense and is good for keeping enemy "help" units around a boss
fun to do with weaker units like grunts and skimmers bc they constantly fill in the section as they are killed. u can keep them endless waving until a boss is killed or an objective completed
sometimes add brute hammers lol for scary
if u want u can make it a timed event as well. like "survive 2 minutes" or something
I’ve had an idea in the back of my mind for a while of a grunt survival mode but Trigger Grunt Hug is constantly run for all grunts
Maybe throw in grenade resistance for all the grunts for extra measure
Probably would get boring quick tho
I just dumped eight of my prefabs in the Show and Tell channel if anyone is interested in bookmarking.
Ive always wondered why forge had the options to spawn UNSC units and banished units including bosses but never implemented the sentinels
air nav mesh isnt possible to implement for forge. so air units dont function. similar to how ai flying banshees just fly into distance.
for banshee u can manipulate them to make them semi useful but still not very reliable
Yeah, I get that
The closest in game flying units if you can even call them that are the brute captains
hopefully next game itll be easier for them to add sentinel and good flying stuff
generic ball dodgeball figured out how to kill player on ball hit haha
Someone should make a map featuring the chill guy
Was gonna ask some questions but clicked in the guide instead : ' )
So, how hard do you think it would be for a guy with absolutely no forge knowledge to recreate breakout from Halo 5
I miss it so badly I'm willing to put it back together with my own bare hands
Could work pretty well with infinite's sandbox I think
🍩
Idk may take a bit to get used to forge controls and stuff. There are some breakout maps in content browser maybe can check those out to get feel
Looking for forgers to make a large scale base for raids. HMU fellas .
I’ll send in inv too
okay, they wear high tech diapers
Anyone want to learn forge together and mess around in it?
I am learning some basic stuff
They can't even swim
At least they can somehow flip an elephant in halo 3
Yeah
But their legs can't paddle enough to swim
And yet they cannot swim
They be skipping out on leg day
Makes sense why the sprint is so slow in Infinite
Don’t get me started on the lack of hp between 2 and 3
It's pretty meh for me
They did it to fasten the pace of the MP
Compared to CE, two and three have a much more quickly paced MP because of the lack of hp
Did you make anything yet?
Well no
I just learned basic stuff, prefabs, spawning ai, move zones
I'm busy with work today and tommrow so can't today
Thats awesome
I haven't played forge in a hot while. Spent this afternoon making the infinite speed hill in forge world. Remembering the old days of building race tracks and all that
Anyone got any solutions for spawning ai. The way I used to do it was on object entered are trigger ai spawner (ai would spawn) wait for N seconds delete the ai spawner. I noticed with my most recent maps that this script would ether not spawn ai at all or spawn to many iv played around with periods before deleting the ai spawner and nothing is working.
hi
did you make anything now?
No
I been at work
im off trmmw tho
To be honest I want to make a unique map, it might not make sense lore wise but
I want to make a map where the Banished are invading a city, they plan to test a superweapon there, some device. The device is being carried by a brute chieftain.
In the sky large banished ships and a unsc ships trading blows (the effect going back and forth like some maps do. Prob only 3-4 ships to not take up so much space on map system)
I want the player to fight through this city filled with banished, not a firefight but feeling like they are going after the target. I can easily stretch it if the simulation allows me, starting from a building, working your way to lobby, outside through the streets then finally....
unlike other maps, I want the players to fail there objective, for the brute chieftain to get away and worse, for the superweapon to go off.
Then part 2, or 3 if above had to be split into two parts
The city is devastated, the players fight to survive and escape the destroyed city
but the idea of building all that, im new, it will take awhile and that sucks :/
Anyone want to help? 😏
if you make anything @ me
would like to see
It's hard doing those scripted lose if objective failed or timer expired maps bc there are limited methods to convey a story in forge maps. Like if u do that chieftan u need to attach nav marker on him and maybe a ui message telling players to eliminate and maybe some other hint in Objective Banner that says how much time left they have to kill him. Bc in many cases players just won't understand why they lost without good storytelling hints, it may feel like an unfair defeat, and then just load a different map after loss
One of my maps used to have a time limit to reach the pelican and escape, but I later realized the scripted loss and set in cement time limit just decreases the possible fun of the map. Players struggling to reach the pelican, maybe taking more time to do so than other lobbies, or maybe fighting endless waves is way more fun than a time limit and losing the match after just playing 15min or 30min thru it imo
A good way to add timing into map is assigning several move zones to that brute boss. So as time goes on. He moves around into different map areas that also introduce new gameplay dynamics and spice change up combat and maybe makes it harder as time goes on either by layout or ai/player trait editing
how do you fix the unable to join gorge glitch
New bug 🐛 ✨️ 🤪
What
So some ppl are just unable to load into forge now? -_-
It's a mess sometimes when my lobby finishes a game and we try to join a different lobby, we crash that new lobby for everyone lol
Next Halo game plz
my friend can't load into his forge maps (xbox) at all unless i load it & invite him (pc) either. and even then, if i promote him to leader & leave forge, it boots him 😒 he can't even load a custom map without someone else being on the fire team. anyone hear anything about an update or fix?
Hard to say yet bc many people have been having similar server or maps not loading issues last couple of days
Like today I can't load my map in forge lol maybe I'll try another day
Yea had this problem yesterday in matchmaking games. Server issues and maps not loading several times
@dry hornet you don't happen to be around by any chance area ya?
Hello!
Does anyone want to help me make a PVE Space Battle campaign map? I'm new to forge but understand forge a bit so not completely clueless but still inexperienced.
- The idea & how map works
A giant UNSC Vindication Class ship is under attack from a Banished Cruiser and a Banished Dreadnought.
The players spawns in a hanger and uses a wasp aircraft to shoot marked targets. (A script where u have to shoot a block, the marks will be over these blocks which will be at places like the Banished ships engines, shield relay, etc)
The player will have automated turrets and confused banshees in there way as well which will make it feel like a space battle where you are shooting the Banished ships weakpoints.
(Banshee don't have good ai that you can direct but if I make them spawn in a way where they fly in the direction of the UNSC Vindication ship, even if a banshee ignores players, it will still look immersive as it looks like they are heading for the UNSC ship)
Both Banished ships have interiors, after destroying marked objects, players will board the small Dreadnought and scuttle it from the inside.
Then they have to do the same for the big cruiser, which we will have to hollow to make a interior.
Issue is, there still wouldn't be enough space and I dont want the boarding to be short nor split the mission into 2.
So instead I will hollow the ridiculously big UNSC Vindication ship that is next to the map wall to extend playtime inside the cruiser, when we run out of space we simply teleport the players via a door they need to use to continue the boarding! And since the Vindication is so big, players won't notice nor see random interiors while flying early on bc it will be hidden on the other side of the Vindication ship + barriers to prevent u flying to the othet side. Banished ships are in other direction anyways.
My idea should allow for a copl space fighting and ship boarding destroying experience I think
Its 1:18am as I write this so it's sleep time but I hope someone finds interest in helping me make my map idea.
I already have the map outlined in forge partly
Good luck sounds cool
Wish I had someone to join me tho xd
Yo
I dmed you
Do you want to be one of my forge
@kind garden Did you not see this message^
No
Anyone want to join me in making a space campaign map?
Oh so thats why someone said prefabs are buggy
I love seeing everything completely flipped and some of my time ruined bc everything roated for no reasonm:D
Is therre a way to prevent that in the future?
Strange the hanger is refusing to noclip into place, it popped the ship into a different position :/ hmm
This went from fun to "oh dear god how do I fix this" ugh
tbh it isnt that bad
only q thing is a issue, the other thing mangled actually nicely since it was meant to be wreckage anyways
O perhaps saving it into a prefab will prevent it from breaking since it becomes one object again!?
oo is it bc the objects are phased? wait no
hmm, this ship which could noclip into place
now is annoyed by boundaries resulting me in not being able to set it into place like planned, gonna take a bit to fix
**How do i fix a object not wanting to noclip? Im annoyed it isnt poppin into place and I dont see anything that would be in its way
if its a prefab there are a couple possibilities.
- a dynamic object is nearby or in way, stuff like vehicles, lights, weapons, etc can look very far away but sometimes, esp prefabs, they hit them even when they are pretty far away physically.
- try ungrouping the prefab, moving it, then once in position, then before unselecting, group into prefab again
The prefab is the biggest on the map
so its actually annoying to figure out how to fix it lol
thx I dmed u
(me genuinely tweaking out bc forge wasdoing fine for hours and now im spending 4 hours fixing all issues)
Looking for forgers who knows how to get down with large scale maps
Looking for a interior builder, or advice on building interiors
I have a map with the outside all done but the ship interiors are hollow and I could use advice or direct help!
Its a space battle campaign map where players go shooting ship parts out, board it and scuttle it from the inside!
Question
When making your own mode, where is the setting that allows you to choose how many lives players have? I cant find it and a default 8 is def not ok for my map xd
attrition/firefight part at bottom
No i mean which option
I dont see it in health section or anywhere
I am using a attrition mode, unless I grabbed the wrong one?
U scroll down to bottom of attrition mode settings to attrition tab
Oh, i didnt realize u could scroll down
Good job yesterday me
Someone said theres a way to disable players from changing teams in one of the mode settings, is that a option?
I'm pretty sure
Yeah there is. I recall playing custom games and not seeing a change team option I think
Also got a update on Banshee AI
They usually target other airborne targets but for some reason they targeted me in a warthog for a good minute
i just add 2 scripts
On Player Joined -> Set Player Team
On Player Team Change -> Set Player Team
Oo i didn't know about the 2nd one
oh for ur campaign map i recommend setting all AI to team valkyrie also instead of neutral/cobra
if they are set to neutral they cannot be pinged with the mark so cant call them out
i remember someone scripting a flying warthog so hey another way to keep shees active
What’s the 1 thing you’d love to see be added to forge?
Mine is Marines driving vehicles and pelican drop offs for marines
falcon remains my number 1
u can kinda mimic a pelican dropoff with scripts but cant do falcon
Give us a vehicle that can carry another vehicle
TY for the advice I never knew
Working banshee attack ai
or a way to script it to work at least
Yea this would open up so many scenarios
What if you try to make the banshee target a block?
Why did infinite crash as I was typing this
it crashed while building nav damn it
I think I've tried and banshees won't fire at a block
I made my phantom target the block
so ima see if I can get banshee too
prob not since u already did it
but I have to experiment for the sake of making my map be as best as possible
OOOO if they can target blocks, maybe making them target a broken pelican in space would work
I just got to try and make it work
I shall do everything to make banshees work somehow
Nope will not target block no matter what I do
I got a banshee to shoot a block, for like 2 seconds, then fly off to its death
so it is possible but they keep flying away from it :/
U are more experienced with banshee testing, can you join me in forge? I am trying some things and I think we could get somewhere if I had ur help
nvm gave up on it
I really wish I could do smth with banshees
I wonder if we can get banshee's to target an invisible object like a Blocker, and every frame update the blocker's position to be "In front of the banshee" to keep it in focus. Then if we could nudge the blockers slightly left or right, and get the banshee to follow it that way
Help me attempt this XD
Mind joining me to try this? I actually want to try getting this to work
I cacnnot
I'm new to forge and want to make a unique not seen before like map but dont have the experience to finish it myself in the best way, I might do something that could have been done better but I don't know it.
- The idea & how map works (NOTE: This is just the idea, I am willing to change things if it works better of course)
A giant UNSC Vindication Class ship is under attack from a Banished Cruiser and a Banished Dreadnought.
The players spawns in a hanger, takes care of the Phantom attacking the Hanger outside. Heads to the Banished Hammer ship and destroy the marked components. (A script where u have to shoot a block, the marks is over these blocks which will be at places like the Banished ships engines, shield relay, etc)
I have that done, what I need is someone to help me do the rest! I can do all the scripts myself if you want, I just need help building but any kind of help would be helpful.
Enter the Banished Hammer, the back of the ship doors is blocked by shields. Head to the front of the ship, hack the console to open the back
Go into the back and destroy the core or something similar.
Then they have to do the same for the big cruiser. Add objectives and things to shoot off the carrier, then we will have to hollow to make a interior.
Issue is, there still wouldn't be enough space and I dont want the carrier boarding to be short nor split the mission into 2.
So instead I will hollow the ridiculously big UNSC Vindication ship that is next to the map wall to extend playtime inside the cruiser, when we run out of space we simply teleport the plyers via a door they need to use to continue! And since the Vindication is so big, players won't notice nor see random interiors while flying early on bc it will be hidden on the other side of the ship + barriers to prevent u flying to the other side. Banished ships are in other direction anyways.
trying to script a simple Grifball map and am having issues... Seems like people have done it in different ways... im having trouble with using the generic ball. I want to use the generic ball so it can be thrown. I see others just use oddball... could anyone point me in a direction to find help with scripting grifball
Hello everyone, I'm looking for an old custom game I used to play on Reach. I had a lot of fun back in the day with this game and I hope to find it again or create it again. I just wish I had pictures of what it used to look like, and the original creators name so I can give them credit if I do build this.
I believe this game to be called something along the lines of "Race of the warthogs". I tried to the best of my abilities to find mentions of this online, I failed. I turned to AI and this is the name that best fit.
The game starts with players entering warthogs (also mongooses), The players would begin by racing down a steep incline, while they are racing the players would need to dodge obstacles like balls, etc. At the end of the incline they would be teleported to the top and repeat, and they would develop so much speed that one at a time the players would die, last player alive wins.
My questions:
- Does something like this already Exist on Halo Infinite?
- Does this custom game go by another name?
- Do you remember this custom game, and is this something you'd like to see returned (if it doesn't already exist)?
anyone know where landmines are in forge menus?
How do you make vehicles in forge unusable? I noticed some maps would have for example a wraith that you couldn't actually drive
How do you do that for a banshee?
made my first decoder today in forge 😎
Is there anybody that's good with forge and AI that could possibly help me out on my map?
FORGE WORLD HAS ARRIVED!
Forge World is finally here! Relive all of your favorite memories from 2010 with this near-perfect 1:1 recreation of the Forge Canvas we all know and love. Recreate your old favorites, find your favorite mountain climbs, make some clan bases, kill your friends with the kill balls! It's all there!
Bookmark now!
https://halowaypoint.com/halo-infinite/ugc/maps/08317c6d-fc3d-4136-8657-63e1a0f826c9
Are they ever going to add the forerunner ammo printers or crates to forge?
hello i downloaded halo 5 forge anyone down to play or explain to me how it works??
I dont think many play that still
Damn thanks tho
Halo 5 Forge does not have a campaign or online matchmaking. You are free to Forge and Browse Custom Games.
It's hard to make a map in halo I keep trying but nothing works
Have you tried turning it on and off again?
i noticed i really like halo 5 it felt smooth and now i cant play it cus it never came out for pc
also im new to halo infinite i heard i could get the masterchief armor but how do i get it..
Reach hero rank from matchmaking xp
I'm so sad that none of my friends have halo infinite and the master chief collection but now that I'm here I'm free to make friends so we can play halo.
sorry, im not on my 2 week halo run yet
helo chat
So like
How do I make good map geometry in forge
I'm following the usual linear mission formula but I wanna do it like Halo 3 where the linear missions are pretty open
I've had trouble with that in my first couple maps too, they are too flat generally. Only a couple in did I try varying map geo better!! Use lots of Ramp Biomes and rocks so it's not too flat. Inka Shrub bushes can cover weird parts or be near other trees plants, inka will look good they always do.
I would go back through h3 and get some references if you want to make something similar to it. Learn from the play spaces you are trying to replicate. Typically variations in geo every 3 sec of walking helps(except for open line of sights that you can see across the map). 8.5 units is how tall a spartan is,so that would be considered full cover. 4.25 units would be half cover. So make some ramps,cover and some walls around full cover height and some half. Those should give you a couple ideas for varying geo.
Embedded: https://fxtwitter.com/ZaddyHammer/status/1875598076574101843?t=axI4MQvLBPM6Dup2-7ykEg&s=19
That looks incredible
Yo yo yo
Sir this is a forge channel
oh mb.
Bit of a random question, but what's the city background for the Megopolis (and I think Corpo) Husky Raid maps?
I've seen it used a couple times before but idk what the original canvas map is, or if there is one
The original is the husky raid I do believe. It's a forge made skybox rather than a canvas.
Yea, I was able to figure it out I think
thx tho!
Megapolis has a good background but I think promenade has a better background
If you want to use it though just download your own copy off of the browser and save and delete the map and use the background, careful with the lighting though
Hi I am looking for people to test out a forge map I made. anyone interested? am planning on livestreaming it to my non existent audience.
Check out #lfg-forge
Speaking of background I wish they added skybox backgrounds like clouds or the halo ring for void and ecliptic
Hey can someone tell me how to use forge in halo 3 mcc?
I am trying to get some skull achievements and apparently forge is needed for it
I think I am too dumb to access forge
Creative -> Forge -> Halo 3
Sorry I didnt specify. I think it needs to be multiplayer for the brainpan achievement
i dont think so. u are just collecting skulls right? there is no matchmaking forge u just open forge urself
but i dont fully understand the achievement so maybe im wrong
You are right thanks for the help
Not forge related, but do you know if it is possible to play online matches with a team of friends an stay in the same team? Everytime we join a game, we get split up randomly
uh, match with a group smaller than the team size? 4 players in 4v4 shouldn't get split up.
If you uare joining thet custom game browser, I think that just happens?
im not sure. doot may be right, what are you and ur friends trying to join together? i play custom browser most of the time and notice that groups get split up a lot
in mcc, i've never had that issue assuming all players were in the lobby before the search started. not sure about infinite though
Any idea why my audio emitters may not be working?
Surely they aren't dependent on other objects and whatnot right?
nope, they just emit audio. Are you deleting any objects at the beginning of the match perchance?
Okay, I think I found out the issue. There must've been some sort of issue saving. It reverted all my audio emitters to no sound and changed all of my equipment to be randomized for some odd reason.
ah oof
What I get for being at 99% forge simulation 
Probably FPS drops
Does anyone know how to make the players in infection not have those weird equipment? I turned off the equipment and it still gives them that loadout. I even tried giving them different equipment and still no change
Is there a way I can script a workaround?
what about them
@onyx cave there's some crypto spam in a bunch of the show and tell posts this morning. I reported some but the messages should probably be deleted
hi, in the future reports like this should be sent via dm to @reef olive - this notifies all of our team at once
thanks for the info and I will keep that in mind.
Regardless, the top dozen or so most recent posts in the forge show and tell still have that crypto spam. Would do well to delete those ASAP so that no one gets scammed and it looks unprofessional/unpolished just as a rule to leave it up. The posts have been up for many hours now.
forum threads can be sorted differently by users and posts there are made or commented on frequently, so "top dozen or so" isn't necessarily accurate for identifying threads with problems. if you're still seeing the messages please dm modmail with links to the messages so we can investigate
You sort it by most recently active, since the spam is recent activity on all these posts.
I am not manually reporting them all. You can easily go through and find them and remove them in a minute or so.
i personally spent the last 20 minutes scrolling through recently active and was unable to find any. if you want to report content, we need evidence in order to act on it - that means being specific.
if you have any further concerns, questions, or comments on reporting content in the halo server, please dm modmail.
I would bet someone got to it before you then, since the posts are no longer there. Thanks to the team for taking care of the issues. 👍
... what?
@wide briar
Check out this trailer for Jurassic Park and The Lost World! Made in Halo Infinite Forge! https://x.com/d4rk1985/status/1886942849846960342?s=46&t=k4_amfQyPLzkFSWAkIipOQ
awesome
Hey, I have created and published a new map in Halo Infinite.
Please check it out if you are interested!
Though I dont know how to get the link of my Map
It is called SUBWAY STRIKE
what’s the ideal game mode?
Pretty sure modes from Halo CE - Halo 3
Arena CTF, Stronghold, King of the Hill, Slayer, Oddball
Ideally go with ma5k start. The map is kinda packed
Hey i was curious if anyone knew where i could find an editable copy of the halo 3 multiplayer map rat trap for infinite?
I want to port one of my favorite mini games Tank! But for that i need the rat trap map
Is this game dead ?
No
it has decent population i guess
I was going to redownload it. Im prolly really bad now tho lol
There’s grunt firefight to ease back into the game. Consider it a comfort blanket
tyty!
This might be a huge shot in the dark, but I just redownloaded halo mcc on my new pc, and it looks like all of my custom maps got deleted, and idk how to get them back.
But anyways, I'm looking for this one specific custom game map/mode. It was basically infection but the survivors spawned in this area that forced them to get into a vehicle like a warthog, and you had to drive down this straight path, while the infected have a grav hammer. At the bottom of this ramp there's a teleporter that takes you back to the top.
I remember finding it from a youtube video a long long time ago, but don't remember which one.
There's a map called "Lightspeed Halo" in Infinite which is this concept. I haven't played it in MCC so unfortunately don't know the name there, but hopefully this helps with searching!
yea speed halo like adsr days
speed halo would be name in hreach
Speed Halo
Lightspeed Halo
.
Guys, I made a map on Halo called Hot Pursuit!
Ok
Which one
Also wow low-key I was not expecting bots to be that good at driving warthogs
They really aren't but testing them out in big battle was low-key fun
ah
here it is
the place where i may spend the most time in ^^ Though i'll be honest....
i'm lost
For me, and this isn't really a complaint but Forge Peaked in Reach. The size of that map was perfection tbh
I'm still willing to try but it feels so daunting
Why is this mode so frustratingly hard
All I wanna do is just move a building to the bloody right
And it doesn't even
WHY IS THIS SO COMPLICATED
WHY CANT IT BE SIMPLE
IM SO....FRUSTRATED AND ANGRY
Is there anyone here who can help me?
post in #1231006559539036233 what ur dilemma is
Dms 🫶
Honestly this is your fault
It’s not hard to make a room like you would in Reach Forge lmao
what- have you seen the forge tools in infinate? It's a mess of stuff everywhere and seems complicated
for me at least
Yeah for you at least
The control scheme is literally there
It literally tells you what buttons to press lmao
take it slow and build small first. I started with a simple octagon map and even that was daunting at first.
the point of building small things first is getting in the habit of the controls, building up reps in using the tool, and in the habit of completing something.
At least you are reasonable
what team is infected in reach infection
how do i edit a custom powerup in forge
Hello looking for help for a custom firefight
The scripting of it but there's some stuff I dont understand
Also posted a thread in the help and questions tab
@wheat raptor I think you would make a brain then make it with player trait nodes
Then maybe reference the equipment plate
Are there any forge testing groups running 4v4s? Or gamers in general who wanna test out their forge maps?
yes
@dry hornet nice work
Yee
can I advertise my level design site here? It's not specific for Forge
Sorry, only Halo related stuff
does anyone have a file share gamertag for halo 3 garbage man/trash compactor wtv its called?
"God of Worts" fileshare has those
so does "Halo3Customs" although soemtimes its fileshare account doesnt load properly for me
Thank you brotha
Here wondering what could be the next big feature for forge, Maybe custom assets?
Texture scaling for customizable props?
Being able to craft huge experiences through different forge worlds/sessions all linked through scripting?
That would help creating different levels with not so much worry about forge budget
what like in future games?
being able to chain into another map+ mode and carry some session information from the previous one would be super neat
keeping the player teams, their score, and all of their weapons / loadouts into the next map would be real cool
Or we could do something similar to halo campaigns where we create zones that get loaded in, would make larger maps possible
So. AI Traits bug?
Where killing ~200 units with traits applied permanently breaks applying traits for the rest of the game?
Gone but not forgotten?
Kinda!
Still exists in some circumstances.
In general, if you are going to kill an AI with something other than Damage, remove their traits first.
This includes AI that are leftover at the end of the round, or with Kill All Squads.
**Breaking behavior: **
- Teleporting a unit with traits applied out of bounds
- Killing All Squads with traits applied
- Ending round with AI with traits applied
**Non-breaking behavior: **
- removing a unit's traits and then teleporting them out of bounds
- Killing a unit with traits applied with weapons
- Killing a unit with traits applied with Damage Object
- Removing all ai traits and then ending round
- On Round end -> for each AI -> remove all traits
Hello, is there a channel for feedback for Halo Studios to view?
I want to request a small feature added to the "Teleport Player" node. Please allow the node to set the player's rotation, same way a Teleporter object would.
Thanks 🙂
is it possible to change the location of the duplication? when i duplicate an object, i'd like it to always duplicate in the same location as the instance i just duplicated from
Keep this banter in #general-chat
dunno if it will spawn inside its origin object. but can try holding down the ctrl+d and dragging the mouse idk
ctrl+d and dragging the mouse - is that why sometimes objects will duplicate next to the original object?
I've got a brand new Hero Shooter PvPvE mode I'd like to test a 4v4 on. All team roles and balancing. Anyone available tonight?
Question, If I make a Zeon Gouf Custom form Mobile Suit Gundam as a prefab, would there be any trouble later on, like legal issues, so on
Should be fine, there's star wars and other prefabs
Noted, thank you
Can anyone help me setup total control BTB on my new map? I have the objectives placed already but the dont work in custom games. Would like KOTH and CTF as well if possible but just total control if thats all you have time to help setup
Use this prefab which has all the game mode objects pre-configured to work properly. https://www.halowaypoint.com/halo-infinite/ugc/prefabs/ad30a5dd-6fd7-44fb-ad21-f2295834cbca
Just delete what you don't need.
appreciate it, I actually got it figured out after I sent that. Problem I am having now is figuring out how to get a screenshot of my map uploaded. Im on pc steam halo infinite I see the screenshot button but now sure how to actually take them
you can take a print screen or snip and just save to your Videos\Captures folder. Infinite will see whatever pictures you put in there.
okay great, thanks for the help
In infinite how do you tell who made a map if it’s not listed? Trying to find out who made “Habitat 17”
Was it in the custom games browser?
If so, it might be unpublished and just the hosts map from their files
sometimes the ui bugs out and it happens. can try restarting the game. also searching it up on halowaypoint or other community map sites like unggoy.xyz
Hello does anyone know what happens to maps that get picked by HS and put into multiplayer rotation?
Do the original creators get to edit it or does it have to go through Halo Studios for every revision?
I found an issue with the Firefight map Alpha Site and I have a fix for it but idk who to contact.
For anything to be published to matchmaking, it still needs to go through Halo Studios before it makes it in.
Reach out to the map / mode author(s) in the first instance to highlight the issue. They can work on a fix, and resubmit an update for matchmaking inclusion. In the mean time, once it is fixed, you should be able to run it in custom games
I've reached out to the owner (Its L0L0) on xbox but I don't think they are logged on these days. And honestly who checks their inbox on xbox anyway, I wouldn't blame them for ignoring it.
So are you saying the original creators can submit revision requests directly to the devs or do we all go through halo support?
Also, how do I prevent random people from joining my Forge sesh? idk why this keeps happening
i wonder if any of my old uploaded halo 3 and reach forge maps are still in rotation.
I don't know the exact processes, as I've never submitted a map, but I imagine that map authors who have maps in matchmaking will have an avenue for submitting updates.
If you can't reach the original author, then raising a support ticket on the support site is probably a good idea
Thanks for your response.
I can try to submit a bug report. (for the "Flag issue" version it states multiple players need to flag an issue for devs to look into it).
For the 2nd part here
Set your lobby to invite or friends only
It'll stop all/most ppl from joining you randomly
Thanks for the advice.
I was confused because I had to enter custom games lobby in order to change Forge lobby settings, but I figured it out
Hey, I'm trying to get player position to be able to fetch the distance between the player and where they have pinged, right now I have the "on object entered area" with a branch & get is player, but I am unsure on how to connect this to a get object position now, found an old reddit post but it isn't as indepth as I would've needed it to be
yeah there's a way. pls make post in #1231006559539036233 ill answer there
I think I managed to figure it out, thanks anyways though! I'll make sure to make a post there if anything else comes up 
#1095827031540908082 message
What does this even mean?
"Declare scripts and what they do"
Hey, I'd like to try and pick up the Achievements in Halo 5's forge for PC, anyone want to help?