0:07 *_THIS…_* THIS is the highlight of my YT commenting career… _I’m so happy I woke up to this._ I only wish I had spruced up my profile pic a smidge beforehand, maybe take the Yu-Gi-Oh card bit off (I was trying to prove a point to someone at the time). Also the name is “But First He Lit _It_ On Fire”.
Can you please show me how to make a generic zone entry by a specific team end the round with a win for them. I have a left 4 dead infection map and thats all its missing. 🙏🙏 i need the survivor team to get a win.
Unfortunately in my case, I wasn't around on Reach when invasion was big, so I never got a chance to play it to understand how it works. I'll have to watch videos on gameplay and look up the rules and how it functioned, so that way I can learn how it works. If I do, I'm quite certain it can be done.
@@-Zechariot lol sometimes I forget I’m getting old. Invasion had an attacker team and a defender team. There were usually 2 zones that the attackers were trying to capture one or the other while the defenders tried to stop them. If the attackers succeeded a new portion of the map would open up and 1 new capture zone was activated usually in a base of some sort. If the attackers were able to capture that zone a “core” would spawn or in halo infinites case probably a skull. The attackers would then have to take the “core” from the enemy base and bring it usually back to where they spawned at the start of the game. After the attackers did this or the defenders managed to prevent it the round would end and the attacking and defending teams would swap. The scoring would be based on how many objectives the attackers managed to clear. So if the defenders stopped them at the start and they never captured anything then the round would end with a zero to zero score and then the defending team would get a chance to be the attacker. If they managed to claim one of the zones they would be awarded 1 point and the game end in victory for them without needed to capture the base point or bringing the skull back
Hey man, awesome video once again! I've been having a bit of a struggle with some Phantom stuff you might be able to help with. I've set up the Phantom spawn in a hangar (its an interior so the game doesn't make a flight in), and I catch it with an area monitor and set the phantom's position to outside the hangar. I've scripted it so that it flies into the hangar and drops off its units. The problem is, because the game doesn't think there is a flight path out for the phantom, it just despawns it after it has dropped off the units. Do you know if there's a way to stop this?
I think maybe using another translate object to point and have it fly out of the hangar THEN let it free fly out of it. Unless you already have and it despawns, in which I'm not entirely sure since they might act weird after they drop their troops off If that's the case you MAY have to use a second phantom just for looks.
Hey Zech, do you know how to set up a thing where I can pick a specific AI like a boss for example, make him a target, and once that target is killed, it activates an objective of sorts where you have to go to an area for it to end the game? Kinda like an exfil.
Yes actually. I made a tutorial for this exact sort of thing. This one about getting something to happen when a specific squad is fully eliminated (your boss would be on it's own squad for this, which would allow your exfil area to trigger its required script) th-cam.com/video/m5mgRbQneio/w-d-xo.html
Also to add, if you want an objective marker to show up above the boss, I also have a tutorial about that as well. th-cam.com/video/snvVn24ZYXA/w-d-xo.html
I can not find a way to give bosses a specific weapon. i also manage to find the weirdest odd one out issues. it started with me wanting a Grunt mule. for some reason you cant spawn them. But you can spawn Briglard who is a mule. So i spawned him... turns out he never use his gun... maybe because its his "speciall weapon". no worries ill replace his weapon with a normal plasma pistol. since he has a teammate unit who i dont want to have a plasma pistol, i ended up on this video... issue is now that you cant chose Grunt conscript/any unit conscripts on bosses... therefor this doesnt work on any boss, which also means this does not work on mules.... IM LOSING MY MIND, PLEASE HELP ME
just to add, since i was able to swap weapons with him, it turns out briglard never wants to shoot no matter what, so it doesnt really work anyway. I do wish they add normal Grunt Mules to the game soon, aswell as banshee AI and Sentinel.... but i guess they have their own specific Nav data which could be really hard to get into custom forge maps.
0:07 *_THIS…_*
THIS is the highlight of my YT commenting career… _I’m so happy I woke up to this._
I only wish I had spruced up my profile pic a smidge beforehand, maybe take the Yu-Gi-Oh card bit off (I was trying to prove a point to someone at the time).
Also the name is “But First He Lit _It_ On Fire”.
Oof I messed that up haha
Sorry about that 😅
Causally watching, then got blown away by the plasma sniper pistol. Grand stuff!
Awesome video. I was an avid H5 forger, but haven't touched Infinite forge since it released. Happy I found your channel. Keep up the awesome work!
Can you please show me how to make a generic zone entry by a specific team end the round with a win for them. I have a left 4 dead infection map and thats all its missing. 🙏🙏 i need the survivor team to get a win.
I'll start working on that one today
This is super cool! Keep it up! Ok I’ve got a tough one for you. Is it possible to script a functioning Invasion game mode from halo reach?
Unfortunately in my case, I wasn't around on Reach when invasion was big, so I never got a chance to play it to understand how it works. I'll have to watch videos on gameplay and look up the rules and how it functioned, so that way I can learn how it works. If I do, I'm quite certain it can be done.
@@-Zechariot lol sometimes I forget I’m getting old. Invasion had an attacker team and a defender team. There were usually 2 zones that the attackers were trying to capture one or the other while the defenders tried to stop them. If the attackers succeeded a new portion of the map would open up and 1 new capture zone was activated usually in a base of some sort. If the attackers were able to capture that zone a “core” would spawn or in halo infinites case probably a skull. The attackers would then have to take the “core” from the enemy base and bring it usually back to where they spawned at the start of the game. After the attackers did this or the defenders managed to prevent it the round would end and the attacking and defending teams would swap. The scoring would be based on how many objectives the attackers managed to clear. So if the defenders stopped them at the start and they never captured anything then the round would end with a zero to zero score and then the defending team would get a chance to be the attacker. If they managed to claim one of the zones they would be awarded 1 point and the game end in victory for them without needed to capture the base point or bringing the skull back
Hey man, awesome video once again!
I've been having a bit of a struggle with some Phantom stuff you might be able to help with.
I've set up the Phantom spawn in a hangar (its an interior so the game doesn't make a flight in), and I catch it with an area monitor and set the phantom's position to outside the hangar. I've scripted it so that it flies into the hangar and drops off its units.
The problem is, because the game doesn't think there is a flight path out for the phantom, it just despawns it after it has dropped off the units. Do you know if there's a way to stop this?
I think maybe using another translate object to point and have it fly out of the hangar THEN let it free fly out of it.
Unless you already have and it despawns, in which I'm not entirely sure since they might act weird after they drop their troops off
If that's the case you MAY have to use a second phantom just for looks.
Hey, is it possible to have an event happen when a specific unit like termonius for example hp hits a certain percentage?
Yes, I believe so. I'll look into it, but I think I did do something like this once in a map of mine, so I should be able to translate it into a video
@@-Zechariot awesome, thanks man
Hey Zech, do you know how to set up a thing where I can pick a specific AI like a boss for example, make him a target, and once that target is killed, it activates an objective of sorts where you have to go to an area for it to end the game? Kinda like an exfil.
Yes actually. I made a tutorial for this exact sort of thing.
This one about getting something to happen when a specific squad is fully eliminated (your boss would be on it's own squad for this, which would allow your exfil area to trigger its required script)
th-cam.com/video/m5mgRbQneio/w-d-xo.html
Also to add, if you want an objective marker to show up above the boss, I also have a tutorial about that as well.
th-cam.com/video/snvVn24ZYXA/w-d-xo.html
Is there a way to remove grenades from AI units?
Does it work with bosses?
Curiosity, do you know how to script Ai Traits in the proper node format from this week’s new update?
I actually just uploaded a video today that gives an idea how to get them to work
I can not find a way to give bosses a specific weapon.
i also manage to find the weirdest odd one out issues.
it started with me wanting a Grunt mule. for some reason you cant spawn them. But you can spawn Briglard who is a mule. So i spawned him... turns out he never use his gun... maybe because its his "speciall weapon". no worries ill replace his weapon with a normal plasma pistol. since he has a teammate unit who i dont want to have a plasma pistol, i ended up on this video... issue is now that you cant chose Grunt conscript/any unit conscripts on bosses... therefor this doesnt work on any boss, which also means this does not work on mules.... IM LOSING MY MIND, PLEASE HELP ME
just to add, since i was able to swap weapons with him, it turns out briglard never wants to shoot no matter what, so it doesnt really work anyway. I do wish they add normal Grunt Mules to the game soon, aswell as banshee AI and Sentinel.... but i guess they have their own specific Nav data which could be really hard to get into custom forge maps.
Promo-SM