I have a question about spawning breakable items I spawned a bunch of pallets in when I go in the custom game they only spawn in the first round however if I break them they do not respond even though there's a 10-second time on them second round and up not spawn in I was able to get them to spawn in by using a script to spawn them in but why do they not respond is this a bug in the game and the only objects that I'm having problem with are the breakable ones
Hello Unknown Emerald, can I please use your map "Curfew" to make an ODST- style map (with the description saying this map used Curfew as a base if it's possible to have a description to your map)?
Hopefully 343 will include campaign AI sometime soon. Giving you the ability to spawn squads and teams of AI when you hit markers. Not just single missions, complete campaigns by the community could be created.
As soon as I heard him say that a BTB map could take up to five minutes to generate a navmesh, I knew Id be in trouble. The map I made is the size of two Blood Gulches.
Would be nice if you could make a spawn tutorial since I've seen a lot of maps having spawn problems and I don't want to make the same mistake when my map is finished
I'd be happy to make a more in depth tutorial for spawns. In Infinite we have an option to ignore danger and LOS which is found on the respawn object setting. Turning that on will fix the issue of respawns not taking effect. By default the game won't allow someone to always spawn if there is enemy right on top of you.
Yes please! I have been putting that same node graph: events players:on player mark➡️bots:add bot (opposite team/spartan) and nothing happens when I go into spartan mode and mark I’ve added nav seeds and everything and have had no success adding bots in forge mode
I'm really happy you are doing videos on how to set up the normal game modes on halo as this will help us all out so much,and having it all in one channel is great. I heard you mention on twitch the other day you were doing this also, and how many spawn is needed and the likes off how big off a scale a map should be,I used the starter floor to scale a 4/4 map, it around 4 off the starter floors, but does having many levels in a small map affect this much? If you understand what I'm saying here, thanks so much, I can actually feel I'm able to make a map now in confidence due to your videos,
I appreciate this tutorial a lot cause I had no idea on where to begin at first honestly lol hopefully gonna be able to get the nav mesh working on my map soon now, but I've seen a couple other people on forums say that the Mires canvas won't let it finish loading for some reason and I've run into that issue myself sadly aha
Thanks for this. Exactly the info on nav mesh I was looking for, although I'd like to know how would you attempt to fix the problem at 6:04 with the bot still jumping off the platform despite putting a nav cutter on the ground?
The bot was struggling to make the jump from platform to platform. The quick fix would be to place a 'bot jump hint two way' and doing the exact thing as I did for the gravity lift. Allow the boundry to touch both edges of where you want the bot to jump to and from. Just gotta keep in mind that if the jump is too great then the bot will either not take it or fall off. Ultimately place railings to keep the bots safe haha.
Thanks for the Tutorial! I'm a bit confused, since my Map is symmetrical. You placed your Nav Seed Point on the Center of your Map, should I do the same? Or do I need 2? (for each Base one, Map Boundaries) Appreciate your Content! :)
It doesn't matter where you place your Nav Seed point. It just needs to touch a walking surface. You can place more than 1 if you wish, but it usually doesn't make a difference. The only time I'd do it is if you have high elevation points so you'd of course need to place 1 on bottom levels and a few on top so bots know where they can and can't go. You would also need to have more than 1 if your map is terrain heavy :)
Use an equipment dispenser in the Gameplay section. It'llgive a grapple by default unless you change it. You will need an initial spawn in your map and you gotta go to play mode to pick up the grapple.
This was really helpful. Thank You very much. Is there a video to explain respawn. Because there are some maps where I appear outside from the start (falling to my death) and never get to be on the actual map for some reason.
Great video it was really helpful but I have a woods map with a lot of trees when the bots run by a tree they run a different direction into another tree and pretty much run in circles is there any way to have them run a straight path for a bit or at least make it to the middle of the map where it is open
I'd recommend placing invisible blockers slightly above your terrain to give the bots a smooth path to walk across without interfering with the nature aesthetic. Place the nav seed point on top of the invisible blocker pathway and regenerate the nav mesh data. Hope that helps!
Not sure if anyone else has this issue, but when I play my map in forge mode the AI can traverse the map without any major issues. Though when I switch over to custom games the AI either can't leave their spawns or have issues maneuvering. I've also noticed the same issue on the new maps made by 343. Is this just a bug or have I done something incorrectly?
@@UnknownEmerald idk what you mean by merge i have the floor touching the floor of my map still not working, so i can try to make it phase threw a little or change the floor
Well now i want to make and RTS where players shoot specific weapons down onto the map to spawn in bots for their team, each weapon being a different diffuculty of bot and having ammo respawn on a timer so you have to be smart with how you use your bots. Spam rookie bots and zerg rush or take your time/build economy to get spartan level bots.
This is so cool and really helped me! Could you make a tutorial on how to make a custom game type like how 343 showed off the custom juggernaut mode. I’ve watched there video 10 times and still can’t get that same mode working in my game. Mostly because they don’t show all the scripts
I plan on making one for modes such as CTF, KOTH, Strongholds, Oddball etc. Things like juggernaut or infection can be done with scripts, but soon enough we'll have prefabs for those to place on maps and eventually have the mode itself in customs.
I'm currently having an issue on my map where the bots don't want to leave a certain section of the map even though it's connected to the rest of the map and has the blue navmesh layer above everything I want them to walk on. Also as a side note, my navmesh building takes less than 5 seconds to complete, so that's really surprising seeing it take longer.
If you're on PC I'd imagine it generates much faster. If that's on xbox then I'm impressed haha. Is your map something like a minigame where you'd want bots to walk into a specific direction or a core map on which the bots just refuse to go on another side?
@@UnknownEmerald I'm remaking Haven from Halo 4 and it's the back ramps area opposite the head piece toward the void. They just refuse to leave that area even tho it has all the correct navmesh highlights. Also yes I'm on pc.
@@AbbyRawks Try testing your map with an objective mode to force the bots to move. If they still don't want to leave then I can try helping you at some point today if you message my gt UnknownEmerald
Great video! I’ve made a bunch of maps successfully, but I’ve recently created a large BTB map and the nav mesh refuses to build for me. It takes about ten minutes to build and then it tells me “problem with dedicated server” and kicks me out. Any idea as to why this is happening? The map is huge. But I’ve definitely seen bigger maps with bots on them working just fine. I’ve even placed Cutters around the map to shrink the map further.
If you have too many of certain pieces it can cause map stress. E.g. terrain rugged (that piece uses a ton of polygons). Add navcutters to every single surface outside of your playable space. Could be the case as Nav mesh is being generated outside playable areas causing it to take so long. Lastly generate Nav mesh right after loading up the map and hopefully it'll work if all else fails.
You might need to put the Nav seed point at different parts of your map before you generate the Nav mesh. I get a prompt that says 'Nav generation failed' every now and then when I generate mine and it might be happening to you also.
So im working on a map and Im using a different script to spawn bots so i can test the map flow. However, one minor issue im running into is getting the bots to pick up weapons. Dunno if thats an issue on my end or if thats an issue with the bots themselves, i dunno. Another issue im having is getting bots to cooperate with the jump hints. Since my level has two floors with barriers on the walkways, i want them to be able to jump over the barriers and down to the first floor if need be, and the way i have it set up is having one way jump hints at a 45 degree angle between the walkway and the floor. As far as i can tell, it works for the most part but its a tad frustrating to wait and see the bots actually use them all since they’re so inconsistent ;w;
Is it possible to make a bot follow a specific path? For example can we give it very basic instructions to move forward to a certain point then turn right and move forward until another point or possibly using your example when you mark, a bot is spawned and then goes to the point the player has marked?
Not at my system to test this right now, but if I want my bot to clamber to a high ledge then I need to use a one way marker? I’m just getting into Infinite’s forge and tinkering with Detachment to learn. One more question. Are the Nav mesh markers visually unique? I mean does forge use those grey looking pin drop markers for other forge objects not related to bots? There’s a few on the map where I can’t tell if it’s for Nav Mesh or maybe some other forge property/object/script.
Nice vid 👍 but i wamted to ask. Do you know how to make them jump? I have a map whit 2 platforms but the bots don't know how to use them, there's navmesh in them but no arrows and obviously in testing they don't use them at all
You need to use a Bot Jump Hint Two Way. The arrow should be placed between platforms and have a boundary with it's edges touching the sides of a platform. Regenerate the Nav mesh and bots should be able to jump between them.
It's something you finalise once your map is complete. Whenever you add a change to the map, it will ask you to regenerate Nav Mesh, Reflection Volumes etc. It being yellow just means it's not been done since the last change so if you're working on a map still, it will always be yellow :)
@@UnknownEmerald So say for instance I do Navmesh and then add an object, the bot won't see that object and won't know it's there and just come to a dead stop and not work anymore? Or will they run into said object and keep running? There is an object I need a bot to intentionally run into and kind of skid against for maybe a foot, that's why I ask. Do Navmesh, add that object, and let it be in the way of the path but the bot will get passed it after some time? It's a tiny object.
Please show how to set up pallets to fix into place while also still being destructible , not sure if it’s a bug but my Spartan keeps phasing through the pallets I set up for a map ive made
Scaling an objects requires it to be static and static pieces cannot be destroyed. If you wish to create destructable pallets they need to remain dynamic.
@@UnknownEmerald is halo 5 you could merge it through a wall and even merge other pallets together while also still making them breakable , hopefully they fix this
Hello Unknown Emerald, can I please use your map "Curfew" to make an ODST- style map (with the description saying this map used Curfew as a base if it's possible to have a description to your map)?
I have a map where i have moss patches everywhere as grass and the nav mesh tool is taking forever to complete (not completing at all.) is there reason why this happens?
Did you add Navcutters to the outside of the map? If you cover any backgrounds with the cutter then you eliminate space the Nav data needs to generate.
That would require additional scripting to the bots which I'm unsure how to do at the moment. The Node graph tool is extremely advanced and will take some time to get our heads around fully.
I was wondering if you can script the bots ai? Can you make them crouch only when shooting or make them jump constantly? Make them do more damage if they melee before shooting?
I think it can be done, but would require some pricise scipting. The node graph is not an easy tool to get your head around and I'm still figuring stuff out
Kind of off topic but is it possible to script an object to dissappear after x amount of seconds once a game starts? How would that work? I'm trying to do that for a static door.
How do you make three bots to follow you around? Is there an indication where the bots follow you when you use them as a power-up? Also, why is that my Nav keeps failing? I am forging a stage from scratch.
You would need to make yourself an objective within the map that bots have an obligation to capture. How this is done exactly I wouldn't be too sure at this moment. Would need to experiment a bit first
@@UnknownEmerald I am trying to re-create Star Wars Republic Commando. How do I get four bots with four different classes of guns? For example, my first bot is heavy, while my second is a sniper. My third bot is a marksman, while my fourth bot is trash (Plasma Pistol). How do I do it?
Through a heapsload of scripting which would need an entire video to explain. I'm sure others will create tutorials for various types of scripts soon enough.
Can you explain to me why every time I do this the game keeps saying the NAV mash has failed to generate. It's really annoying me and I really want bots so bad on my map ☹️
@@MBIPlays Try placing more than one Nav seed point on your map and ensure they're all touching the floors. Maybe even merge it into the floor slightly as some pieces have extra space above that isn't visible and Nav points could be getting stuck on that and not linking to the flooring.
Help! Do bots are a actually stpid when trying to take lifters?? Like, they don't use them even tho it's the only way to actually get to the map, they try to, but en up dancing around it (and yes, i did use the arrow thingy)
Ensure the boundary is not clipping any terrain and that only the front and end part of the boundary are touching a surface. Also the ensure the gravity lift arrow is somewhat alligned with the boundary.
The only reason I can see it failing is that your nav seed point isn't touching a surface of your map. You might also need more than one seed point depending on layout
@@UnknownEmerald oh that might be why my aint working since my map is huge but its weird since it highlights the base terrain but none of the terrain i add to it which is clearly touching i even put the nav seed on said terrain still nothing. also it would be nice if u told ppl how to do on pc aswell
Thx for the cool videos. These tutorials are really useful. Unfortunately I can't join ur Discord. It says that I can't accept the invitation. Am I doing something wrong?
@@elfrikicarlos If you keep getting errors it means the piece of floor you're putting the NAV seed on isn't registering it. Move the seed around. Might be the type of floor you're using. I always use the Halo Design Set pieces and it never failed me before.
Is there any way to have bots spawn on specific spawn points? Even if on a team with players I’m trying to make the bots spawn at different areas from players
You would need to mess around with the 'If true script'. Link that script to an initial spawn that you want the bot to respawn at. Hold the spawn and whilst holding it go to the node graph.This automatically links the held object to a script. The 'if true' script would then be linked to the a bot and player. If bot then it'll be set to true and false for players. Scripting is super confusing, but I hope you can figure the rest out
I'm still getting used to scripting myself. There is so much to discover there, but I'm sure there are those who already have most of it figured out and are making tutorials. My next one will likely be about texturing and scaling
Small question: I've been working with nav meshes a ton but I've noticed there are some arrows that are green while most are white. Do you know what those colors mean?
I'm not 100% certain myself and didn't notice a difference in bot behaviour around the green arrows. I believe that they represent paths that bots are more likely to take perhaps.
@@UnknownEmerald Its really weird because I'm remaking Countdown from Reach, so I had to manually add bot movement but they seem to completely ignore some of the green paths and then love the other ones. :/ Really struggling, wish they had a wiki
The preview images are bugged at this moment, but you can upload a map to a website with screenshots here - forge.xboxera.com/new To publish you need to go to map version and ublish the most recent version of your map. Your versions are found below where you would usually edit map name/ description. Hope that helps :)
😁PLEASE READ😁Your videos are top grade for noobs like my self,Can I please ask/ basically begging here,can you do a video on how to set up all game modes made by 343 on a map,how do we set up properly for CTF(the volumes we set for this on halo 5 used to over lap,is this still a thing?how to make vehicle drops, what size is a btb map considered these days and a 4/4 map,how many respawns do we put down? And what do we label them up?I tried making maps in halo 5 but could never find the basic map set ups on TH-cam,it would be great to have everything in one place, how to set up intro and end camera?how many weapons do you recommend on a small map and btb map,this is the basic normal stuff,I really hope you tick these all off on your list,feel free to leave a msg you will, in this video you made a simple map to explain with,this is brill for explaining instead off just taking about it,
I connected the nodes in the graph but still nothing. I keep getting kicked off Halo into the xbox menu so maybe there's some kind or system error in the game.
Wish the actual AI itself was more customizable. Using bots to fill big game lobbies doesn’t work well when they’re not willing to use vehicles or take certain play styles like super defensive or hyper aggressive.
It's still a fantastic tool for smaller maps. We didn't have anything of this scale in the previous Halo and we will see more improvements with the bots over time
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When pinging to spawn bots will the lobby host only be able to spawn them in or do all players in the lobby have the ability to spawn them in?
I have a question about spawning breakable items I spawned a bunch of pallets in when I go in the custom game they only spawn in the first round however if I break them they do not respond even though there's a 10-second time on them second round and up not spawn in I was able to get them to spawn in by using a script to spawn them in but why do they not respond is this a bug in the game and the only objects that I'm having problem with are the breakable ones
Please read my comment for what I'm asking if you would be so kindly to cover in videos
Hello Unknown Emerald, can I please use your map "Curfew" to make an ODST- style map (with the description saying this map used Curfew as a base if it's possible to have a description to your map)?
Is there a way to get AI units to follow a specific path in one direction, like a tower defense mode?
Hopefully 343 will include campaign AI sometime soon. Giving you the ability to spawn squads and teams of AI when you hit markers. Not just single missions, complete campaigns by the community could be created.
They already confirmed they want to add AI into forge in the future. Fingers crossed it'll be soon!
@@UnknownEmeraldanynews???
@@Tonylol51 here’s a link to a leaked video of campaign ai in forge th-cam.com/video/f0_ked-Xcd8/w-d-xo.html
@@rainacap much love brotha, im so excited to see ai in forge
@@Tonylol51 same just hope they add my marine bois in it. Halo just ain’t halo without the corps
As someone whose first Forge experience is Infinite's, I think I'll have to keep your videos ready at all times. Thank you for the instructions!
The Bot tip is amazing! Will be using that for on the fly testing, thank you sir
As soon as I heard him say that a BTB map could take up to five minutes to generate a navmesh, I knew Id be in trouble.
The map I made is the size of two Blood Gulches.
Glad to hear you are making more videos on all the basic game modes set up properly,will really help us all out,and all in one channel is a bonus
Your title says bot movement and I feel personally attacked
Great tutorial 👌
Would be nice if you could make a spawn tutorial since I've seen a lot of maps having spawn problems and I don't want to make the same mistake when my map is finished
Yes!!
I'd be happy to make a more in depth tutorial for spawns. In Infinite we have an option to ignore danger and LOS which is found on the respawn object setting. Turning that on will fix the issue of respawns not taking effect. By default the game won't allow someone to always spawn if there is enemy right on top of you.
Yes please! I have been putting that same node graph: events players:on player mark➡️bots:add bot (opposite team/spartan) and nothing happens when I go into spartan mode and mark
I’ve added nav seeds and everything and have had no success adding bots in forge mode
I'm really happy you are doing videos on how to set up the normal game modes on halo as this will help us all out so much,and having it all in one channel is great. I heard you mention on twitch the other day you were doing this also, and how many spawn is needed and the likes off how big off a scale a map should be,I used the starter floor to scale a 4/4 map, it around 4 off the starter floors, but does having many levels in a small map affect this much? If you understand what I'm saying here, thanks so much, I can actually feel I'm able to make a map now in confidence due to your videos,
I appreciate this tutorial a lot cause I had no idea on where to begin at first honestly lol hopefully gonna be able to get the nav mesh working on my map soon now, but I've seen a couple other people on forums say that the Mires canvas won't let it finish loading for some reason and I've run into that issue myself sadly aha
I haven't made any maps in Mires yet, but if that is an issue to a specific canvas I'm sure it'll be resolved soon-ish
Just perfect! Thank you so much I can test and play with bot on my map now
Thanks for this. Exactly the info on nav mesh I was looking for, although I'd like to know how would you attempt to fix the problem at 6:04 with the bot still jumping off the platform despite putting a nav cutter on the ground?
The bot was struggling to make the jump from platform to platform. The quick fix would be to place a 'bot jump hint two way' and doing the exact thing as I did for the gravity lift. Allow the boundry to touch both edges of where you want the bot to jump to and from. Just gotta keep in mind that if the jump is too great then the bot will either not take it or fall off. Ultimately place railings to keep the bots safe haha.
@@UnknownEmerald Good idea! Thanks again.
Thanks for the Tutorial!
I'm a bit confused, since my Map is symmetrical.
You placed your Nav Seed Point on the Center of your Map, should I do the same?
Or do I need 2? (for each Base one, Map Boundaries)
Appreciate your Content! :)
It doesn't matter where you place your Nav Seed point. It just needs to touch a walking surface. You can place more than 1 if you wish, but it usually doesn't make a difference. The only time I'd do it is if you have high elevation points so you'd of course need to place 1 on bottom levels and a few on top so bots know where they can and can't go. You would also need to have more than 1 if your map is terrain heavy :)
Great video! I expect more like this soon!!! 😆😆😆😆
finaly a good explanation; subscribed
Super helpful. Thanks!
Awesome, great videos!..
How do you load grapple shot in the map??
Use an equipment dispenser in the Gameplay section. It'llgive a grapple by default unless you change it. You will need an initial spawn in your map and you gotta go to play mode to pick up the grapple.
How do I set bots to explore, I have a massive canvas map converted to a desert bus type game but the bots just sit around spawn walking in circles
This was really helpful. Thank You very much. Is there a video to explain respawn. Because there are some maps where I appear outside from the start (falling to my death) and never get to be on the actual map for some reason.
Great video it was really helpful but I have a woods map with a lot of trees when the bots run by a tree they run a different direction into another tree and pretty much run in circles is there any way to have them run a straight path for a bit or at least make it to the middle of the map where it is open
I'd recommend placing invisible blockers slightly above your terrain to give the bots a smooth path to walk across without interfering with the nature aesthetic. Place the nav seed point on top of the invisible blocker pathway and regenerate the nav mesh data. Hope that helps!
Do you know how to get bots to go through the pipes? Navigation works for the rest of the map, but the blue highlight wont go into the pipes.
Thanks for this! Super helpful!
Im trying to give my bots specific weapons and traits but idk how
great content, my question is: have u tried forge with mouse and keyboard?
Nah I haven't. Been playing on xbox since 2008 so it's a near impossible transition for myself xD
Not sure if anyone else has this issue, but when I play my map in forge mode the AI can traverse the map without any major issues. Though when I switch over to custom games the AI either can't leave their spawns or have issues maneuvering. I've also noticed the same issue on the new maps made by 343. Is this just a bug or have I done something incorrectly?
When you add changes to a forge map it can reset your nav data so you'll need to regenerate it. Outside of that I'd say it's a bug
Great video- I was wondering how this worked
Someone help. I spawned in the movement one-ways for my lifts but the bots still won’t use them
Well that explains it... Haha thank you for the information!!
i cant get nav mesh to generate on my map on mires canvas i have tried everything.
Either merge the nav seen point into the floor or change the type of floor you're using.
@@UnknownEmerald idk what you mean by merge i have the floor touching the floor of my map still not working, so i can try to make it phase threw a little or change the floor
Well now i want to make and RTS where players shoot specific weapons down onto the map to spawn in bots for their team, each weapon being a different diffuculty of bot and having ammo respawn on a timer so you have to be smart with how you use your bots. Spam rookie bots and zerg rush or take your time/build economy to get spartan level bots.
what is the maximal bot count being disconnected from the server
I appreciate this tutorial thank you so much!
Great vid! Do the one way paths work for teleporters too? I cant get the bots on my map to use any of the teleporters
This is so cool and really helped me! Could you make a tutorial on how to make a custom game type like how 343 showed off the custom juggernaut mode. I’ve watched there video 10 times and still can’t get that same mode working in my game. Mostly because they don’t show all the scripts
I plan on making one for modes such as CTF, KOTH, Strongholds, Oddball etc. Things like juggernaut or infection can be done with scripts, but soon enough we'll have prefabs for those to place on maps and eventually have the mode itself in customs.
How to you give the boys certain weapons and 0 grenades?
I'm currently having an issue on my map where the bots don't want to leave a certain section of the map even though it's connected to the rest of the map and has the blue navmesh layer above everything I want them to walk on.
Also as a side note, my navmesh building takes less than 5 seconds to complete, so that's really surprising seeing it take longer.
If you're on PC I'd imagine it generates much faster. If that's on xbox then I'm impressed haha. Is your map something like a minigame where you'd want bots to walk into a specific direction or a core map on which the bots just refuse to go on another side?
@@UnknownEmerald I'm remaking Haven from Halo 4 and it's the back ramps area opposite the head piece toward the void.
They just refuse to leave that area even tho it has all the correct navmesh highlights.
Also yes I'm on pc.
@@AbbyRawks Try testing your map with an objective mode to force the bots to move. If they still don't want to leave then I can try helping you at some point today if you message my gt UnknownEmerald
@@UnknownEmerald I don't have any objectives on the map yet and I even recreated that section separately and they still act the same.
@@AbbyRawks Message me on xbox if you can. I'd need to look at the map to see what the issue might be.
Great video! I’ve made a bunch of maps successfully, but I’ve recently created a large BTB map and the nav mesh refuses to build for me. It takes about ten minutes to build and then it tells me “problem with dedicated server” and kicks me out.
Any idea as to why this is happening? The map is huge. But I’ve definitely seen bigger maps with bots on them working just fine. I’ve even placed Cutters around the map to shrink the map further.
If you have too many of certain pieces it can cause map stress. E.g. terrain rugged (that piece uses a ton of polygons).
Add navcutters to every single surface outside of your playable space. Could be the case as Nav mesh is being generated outside playable areas causing it to take so long. Lastly generate Nav mesh right after loading up the map and hopefully it'll work if all else fails.
I’m having trouble for some reason I put all the path stuff that I thought was needed and etc but nothing works and I never see the blue floor thing
You might need to put the Nav seed point at different parts of your map before you generate the Nav mesh. I get a prompt that says 'Nav generation failed' every now and then when I generate mine and it might be happening to you also.
Do bot spawning scripts like the one you showed off towards the end of the vid work in custom games as well? Also great video thank you for this
Cheers man! Yes if you place that script on a map it will be taken over to the custom games unless you remove it.
So im working on a map and Im using a different script to spawn bots so i can test the map flow. However, one minor issue im running into is getting the bots to pick up weapons. Dunno if thats an issue on my end or if thats an issue with the bots themselves, i dunno.
Another issue im having is getting bots to cooperate with the jump hints. Since my level has two floors with barriers on the walkways, i want them to be able to jump over the barriers and down to the first floor if need be, and the way i have it set up is having one way jump hints at a 45 degree angle between the walkway and the floor. As far as i can tell, it works for the most part but its a tad frustrating to wait and see the bots actually use them all since they’re so inconsistent ;w;
I keep getting "nav mesh failed" anyone have pointers?
You might need to phase the nav seed point further into the ground. Some pieces struggle detecting the surfaces
That actually works thank you homie!
Is it possible to make a bot follow a specific path? For example can we give it very basic instructions to move forward to a certain point then turn right and move forward until another point or possibly using your example when you mark, a bot is spawned and then goes to the point the player has marked?
Not at my system to test this right now, but if I want my bot to clamber to a high ledge then I need to use a one way marker? I’m just getting into Infinite’s forge and tinkering with Detachment to learn. One more question. Are the Nav mesh markers visually unique? I mean does forge use those grey looking pin drop markers for other forge objects not related to bots? There’s a few on the map where I can’t tell if it’s for Nav Mesh or maybe some other forge property/object/script.
As long as the clamber platform isn't too high, the bot will be able to climb up.
@@UnknownEmerald thank you! Got it to work. Your video gave me a much better understanding of forge in general. It’s a beast.
Dude this is a life saver
Nice vid 👍 but i wamted to ask. Do you know how to make them jump? I have a map whit 2 platforms but the bots don't know how to use them, there's navmesh in them but no arrows and obviously in testing they don't use them at all
You need to use a Bot Jump Hint Two Way. The arrow should be placed between platforms and have a boundary with it's edges touching the sides of a platform. Regenerate the Nav mesh and bots should be able to jump between them.
“Outstanding elements left to build”
What does it mean and why is it yellow on all Build Menu?
It's something you finalise once your map is complete. Whenever you add a change to the map, it will ask you to regenerate Nav Mesh, Reflection Volumes etc. It being yellow just means it's not been done since the last change so if you're working on a map still, it will always be yellow :)
@@UnknownEmerald So say for instance I do Navmesh and then add an object, the bot won't see that object and won't know it's there and just come to a dead stop and not work anymore? Or will they run into said object and keep running?
There is an object I need a bot to intentionally run into and kind of skid against for maybe a foot, that's why I ask. Do Navmesh, add that object, and let it be in the way of the path but the bot will get passed it after some time? It's a tiny object.
Please show how to set up pallets to fix into place while also still being destructible , not sure if it’s a bug but my Spartan keeps phasing through the pallets I set up for a map ive made
Scaling an objects requires it to be static and static pieces cannot be destroyed. If you wish to create destructable pallets they need to remain dynamic.
@@UnknownEmerald is halo 5 you could merge it through a wall and even merge other pallets together while also still making them breakable , hopefully they fix this
Hello Unknown Emerald, can I please use your map "Curfew" to make an ODST- style map (with the description saying this map used Curfew as a base if it's possible to have a description to your map)?
Curfew was made by Sikamikaniko
@@UnknownEmerald do they have a TH-cam channel?
I have a map where i have moss patches everywhere as grass and the nav mesh tool is taking forever to complete (not completing at all.) is there reason why this happens?
Did you add Navcutters to the outside of the map? If you cover any backgrounds with the cutter then you eliminate space the Nav data needs to generate.
@@UnknownEmerald no i did not do that. I will try it out and get back to you tomorrow. (its 10:20 PM where I live)
Is there a way to apply traits to bots like giving them guns and extra health I couldn’t find a way to apply the traits to them
That would require additional scripting to the bots which I'm unsure how to do at the moment. The Node graph tool is extremely advanced and will take some time to get our heads around fully.
I was wondering if you can script the bots ai? Can you make them crouch only when shooting or make them jump constantly? Make them do more damage if they melee before shooting?
I think it can be done, but would require some pricise scipting. The node graph is not an easy tool to get your head around and I'm still figuring stuff out
Kind of off topic but is it possible to script an object to dissappear after x amount of seconds once a game starts? How would that work? I'm trying to do that for a static door.
It's 100% possible, but I haven't looked into spawn and despawn scripting just yet. I'm sure there is someone out there who has looked into it!
How do you make three bots to follow you around? Is there an indication where the bots follow you when you use them as a power-up?
Also, why is that my Nav keeps failing? I am forging a stage from scratch.
You would need to make yourself an objective within the map that bots have an obligation to capture. How this is done exactly I wouldn't be too sure at this moment. Would need to experiment a bit first
@@UnknownEmerald I am trying to re-create Star Wars Republic Commando. How do I get four bots with four different classes of guns? For example, my first bot is heavy, while my second is a sniper. My third bot is a marksman, while my fourth bot is trash (Plasma Pistol). How do I do it?
How would I make a terminal need score to use
Through a heapsload of scripting which would need an entire video to explain. I'm sure others will create tutorials for various types of scripts soon enough.
Can you explain to me why every time I do this the game keeps saying the NAV mash has failed to generate. It's really annoying me and I really want bots so bad on my map ☹️
I did everything you explained to do it. And the stupid game keeps say Nav Mash failed.
@@MBIPlays Try placing more than one Nav seed point on your map and ensure they're all touching the floors. Maybe even merge it into the floor slightly as some pieces have extra space above that isn't visible and Nav points could be getting stuck on that and not linking to the flooring.
@@UnknownEmerald I tried that thinking that would work and the game keeps on saying it failed.
Help!
Do bots are a actually stpid when trying to take lifters?? Like, they don't use them even tho it's the only way to actually get to the map, they try to, but en up dancing around it (and yes, i did use the arrow thingy)
Ensure the boundary is not clipping any terrain and that only the front and end part of the boundary are touching a surface. Also the ensure the gravity lift arrow is somewhat alligned with the boundary.
@@UnknownEmerald pixel perfect? Even when the gravity lift arrow ends mid air?
NAV mesh keeps failing for me. Not sure why. Do all of the nav directional boxes need to be connected or something?
The only reason I can see it failing is that your nav seed point isn't touching a surface of your map. You might also need more than one seed point depending on layout
@@UnknownEmerald oh that might be why my aint working since my map is huge but its weird since it highlights the base terrain but none of the terrain i add to it which is clearly touching i even put the nav seed on said terrain still nothing. also it would be nice if u told ppl how to do on pc aswell
Thx for the cool videos. These tutorials are really useful. Unfortunately I can't join ur Discord. It says that I can't accept the invitation. Am I doing something wrong?
You're very welcome! That was an error on my end. I updated the link!
It keeps telling that there's an error everytime I try to create the Navmesh :(
Try merging the NAV seedpoint into the ground. It should fix it!
@@UnknownEmerald I've had done that :(
Is it possible to get an error if some floor piece is remotely disconnected from another?
@@elfrikicarlos If you keep getting errors it means the piece of floor you're putting the NAV seed on isn't registering it. Move the seed around. Might be the type of floor you're using. I always use the Halo Design Set pieces and it never failed me before.
@@UnknownEmerald I'll try moving the seed, funny enough I'm indeed using the Halo design set floors lol.
Thanks btw :)
Is there any way to have bots spawn on specific spawn points? Even if on a team with players I’m trying to make the bots spawn at different areas from players
You would need to mess around with the 'If true script'. Link that script to an initial spawn that you want the bot to respawn at. Hold the spawn and whilst holding it go to the node graph.This automatically links the held object to a script. The 'if true' script would then be linked to the a bot and player. If bot then it'll be set to true and false for players.
Scripting is super confusing, but I hope you can figure the rest out
@@UnknownEmerald Thanks for the help mate! Going to give it a go and see what I can do
Will you be making videos about scripting. I'd love to mess around with bots and scripting. I've seen someone make a bot launcher too haha
I'm still getting used to scripting myself. There is so much to discover there, but I'm sure there are those who already have most of it figured out and are making tutorials. My next one will likely be about texturing and scaling
How do you make them get into vehicles?
Small question: I've been working with nav meshes a ton but I've noticed there are some arrows that are green while most are white. Do you know what those colors mean?
I'm not 100% certain myself and didn't notice a difference in bot behaviour around the green arrows. I believe that they represent paths that bots are more likely to take perhaps.
@@UnknownEmerald Its really weird because I'm remaking Countdown from Reach, so I had to manually add bot movement but they seem to completely ignore some of the green paths and then love the other ones. :/
Really struggling, wish they had a wiki
Hi!
I would like to know, how can I publish my map? And how can I change the map preview image?
The preview images are bugged at this moment, but you can upload a map to a website with screenshots here - forge.xboxera.com/new
To publish you need to go to map version and ublish the most recent version of your map. Your versions are found below where you would usually edit map name/ description. Hope that helps :)
@@UnknownEmerald Cool! Thank you very much! By the way, I really like your video!
What if you’re getting a failed prompt?
Make sure your scipts have a connection between them on the node graph.
I literally just can't open a biuld menu
😁PLEASE READ😁Your videos are top grade for noobs like my self,Can I please ask/ basically begging here,can you do a video on how to set up all game modes made by 343 on a map,how do we set up properly for CTF(the volumes we set for this on halo 5 used to over lap,is this still a thing?how to make vehicle drops, what size is a btb map considered these days and a 4/4 map,how many respawns do we put down? And what do we label them up?I tried making maps in halo 5 but could never find the basic map set ups on TH-cam,it would be great to have everything in one place, how to set up intro and end camera?how many weapons do you recommend on a small map and btb map,this is the basic normal stuff,I really hope you tick these all off on your list,feel free to leave a msg you will, in this video you made a simple map to explain with,this is brill for explaining instead off just taking about it,
My next video is all about setting up gamemodes! In the following week I'll be working on a tutorial on making your first 4v4/btb map :)
Do you know how to distinguish bots from players?
That's the neat part. You don't
@@UnknownEmerald lol
@@UnknownEmerald I just found out how you do it...
Lol
I can't get bots to spawn on my map...
Have you connected the two nodes on the node graph? You just need to select the little diamond shaped boxes between them to make that connection.
@@UnknownEmerald I have not. I'll give that a try.
I connected the nodes in the graph but still nothing. I keep getting kicked off Halo into the xbox menu so maybe there's some kind or system error in the game.
The script didn't work for me 😐
Nvm
None of my bots work no matter what. They WONT leave spawn or move to capture the flag (its btb ctf)
Bots will struggle playing on large maps. They're only really suited to play on arena sized maps.
Wish the actual AI itself was more customizable. Using bots to fill big game lobbies doesn’t work well when they’re not willing to use vehicles or take certain play styles like super defensive or hyper aggressive.
It's still a fantastic tool for smaller maps. We didn't have anything of this scale in the previous Halo and we will see more improvements with the bots over time
Shame 343 still haven't delivered on their promise of. Allowing bots to use vehicles.
Bots can use vehicles, just not very well lol.
Awesome
Communist simulator be like