Man I wish I had you as a teacher growing up. You are really naturally good at showing examples that dont just show you how to do one thing (build a door) but really open up the process and show the logic behind it. The way you explain things means I am learning how to use forge not just learning how to build doors and it’s fantastic. I dont even play halo (I suck at shooting) but my partner does so I have been spending hours just building in forge and it’s so fun and i am learning so much. Thank you so much
I literally saw a video summarizing how devs program doors in games and you touch on so many of the similar points. Forge is an incredible tool made available for players, and I see no flaws in the logic that you are a Halo dev. Great work, man. Also, your Twitter interactions are gold!
Red, there are not many folks that make tutorials correctly but you do. Straight to the point, no farting around with worthless info that you have to skip through. Thanks man. Great tutorial, please keep them coming.
For the elevator, I did a lot of messing around and I found we can lessen the jank by setting the player z velocity to move the player up at the same rate as the elevator (every n seconds node where n is 0) :: square root (distance traveled / duration of time) if you do it right you can still walk around and jump on the elevator, then going down is always jankier but if you set player velocity downward it helps
I tried downwards velocity, lower gravity, more gravity - it always had jank that wasn't worth the extra scripting imo. Ideally, the best way to make the perfect looking elevator from first-person would be to move the walls of the elevator as opposed to the actual elevator, giving the illusion that the platform is actually going up or down, like they do in the movies and some games. Hopefully a real elevator can solve the jank problem though
@@RedNomster can you not just teleport the player at the same as the elevator platform? i don't know if forge allows you to control a specific value of a position (say just the y value), but that's how some games handle it (basically childing the player to the platform)
@@JJTheDev nah not really, i found it to be glitchier and even if you tp the player higher than the elevator theres a constant stutter :( rn there is no g o o d way to make an elevator or a grav lift for that matter
can’t wait till people start getting craxy with this rendition of forge. if we could make it work in halo 5, this has got to be great. now all we need are credits in challenges or something
Thank you for your channel and all of your tutorials on this. I’ve played and beat every Halo game today, except Halo 3 and Infinite. Halo 3 I’m about halfway through and once I beat it, I will play through the single player of Infinite. One thing I’ve never done in any of the games is play around with forge. I love making my own levels in games and have since the Quake editor, which was one of the first true, 3-D scripted level designers ever made. If not the first. It was so much fun and allowed you to create single player, maps with objects and interaction you could get in the bass game. Like elevators. Not to mention, you could make locked doors, and keys to open them which you could hide anywhere. It was my favorite thing to do, even more so than which ever Quake it originally released for. I would spend hours and days and months, drawing out my map on paper, and then re-creating it with the editor. The editor was very intuitive, pretty much drag and drop, and then scripting for the animated objects and enemies. Like the forementioned elevators, which were a blast to do. I got so good at making these levels that I was charging five dollars a piece for them and people were paying it. Because I approved myself with a couple free maps, people went nuts. Every time I released a new single player level. You could also string levels together to make a full storied game. They had music from the game and some generic stuff that you could use. This was before MP3s, so you couldn’t really import your own without bloating the game size and nine times out of 10 only so many people could run your game with custom music. With all that said, for whatever reason, I never jumped into Forge. I didn’t realize how powerful it was, and didn’t realize that you could create pretty much anything with it. Including stuff like your 2D shooter. Had I known you could create single player stuff, I would’ve been creating a long time ago. So, thank you for your videos And tutorials that will work to quickly get me started. I am so excited, because I have not done this since what I believe was the second quake game. I am going to have so much fun and go nuts developing some great maps… I may even try to replicate some of my old Quake maps. I truly haven’t been this excited about much so far this generation. But this looks like it will keep me busy and chill. Some great games finally release. Even so, I will probably be stuck on this the entire new year. So I can’t wait to dive in to your tutorials and start creating something. Once I get some stuff made and distributed, I will let you know what their names are, and see what you think of them. Thank you again for everything. I hope you had a merry Christmas and a happy new year.
Thank you this is what I've been needing to finish my cool map! Been forging since foundry and I had to make objects spawn into each other. This is so awesome I love halo and this tutorial thank you! Subbed
Your videos are the best🙏🏽 I would LOVE a video covering everything there is to know about lighting, reflections and audio. Can't wait for more of your forge tutorials!
You went from the guy with some of the coolest maps to show off to the most useful teacher of forge. Good job man you’re feeding the forges with what they need to grow.
Somebody had to focus on helping the new guys! I officially start my first official project today though, I've missed actually forging maps. Can't wait to show you all 🤝
Great video Nomster. Been waiting for this since you replied to my comment on the last one. The automatic door is exactly the thing I needed to bring my Pokè Centres to life. Thank you so much. I wonder if there's a way to get an escalator working?
These videos are fantastic dude. Would you consider doing a tutorial on how to 'run a check' in forge? For instance, create a zone that checks every few seconds if a player is standing within it. If a player or players are within the zone, a function is called, if there are no players within the zone, no function is called. This would help with creating zones that can detect multiple players at once as opposed to relying on the 'on entered' and 'on exited' nodes
@@RedNomster It does for single player :) however in multiplayer, if player A opens the automatic door to, let’s say, snipe through, and stays within the zone, the door will stay open. However, if player B comes along and walks through the zone while player A is still there, the script will register a player (player B) leaving the zone and will close, even though Player A is still there. Does that make sense or could I be misunderstanding the scripts?
@@CommanderColson I had the same idea of a continuous player check, but came up with something better I think (I just realized that what I made IS a continuous player check). Make a number variable, let's call it door_value. set its base value at 0. Then make it so every time a player enters the area, it adds 1 to the variable. Then make it so every time a player exits, it subtracts 1 from the variable. Make a "COMPARE" node, make it "door_value"==0. then make this a condition (true) for a "BRANCH" function. then after, add the function that closes the door. Now it should only close if door_value is 0, meaning: if there are 0 players in the area (the value can't go below 0 and if it's higher than 0, there is a player in the zone). You may need to add a delay of 0.01 seconds to the closing mechanic though, because it may try to check the door value and close the door simultaneously.
You've persuaded me to subscribe. The area tool has been useful for me, trying to make a pacman gamemode but keep meeting crashes. I need to figure out how to detect multiple zones for multiple objects without having to copy multiple parts of the same script.
Such an useful tutorial, im currently working on a Halo 2 outskirts recreation map and I wanted to have an sliding door in the buildings, thank you so muuuuch :))
For someone like me, I feel so stupid when it comes to scripting and your videos are helping so much! The only thing I’m confused on now is how to have the double door reset to its original position via another switch or just automatically
@@RedNomster Good idea! I just tried that and for some reason the door keeps going sideways and above the closed position of the door rather than straight back up to it’s closed position. I’ve tried moving the location of the pointer to adjust for the angle but when I do that, it slides the opposite direction. Call me Bernie Sanders cause I am once again, asking for your support lmao
Awesome Guide. I do have a question that I've not seen answered yet- how are people getting custom thumbnails on their maps in the content browser? I have a map that I want to publish but I really want to have nice thumbnail on it...
Watching people explain the Forge Node system is kinda funny. Like the same knowledge is that is making PLC (programmable logic controllers) Technicians/Architects their salary is required to make a good Halo Forge Map lol
@@RedNomster I do really appreciate it, forge has been so overwhelming for me. So far I've built a box for my map to take place in. Just get so lost looking for where everything is. Might also be all the amazing stuff the community has made has been distracting haha. Excited for the next part!
Love this series your doing so helpful for the upcoming forgers💯 I noticed u saying That you will do a tutorial on gametypes as well. welllll if you would be interested in this sort of challenge, I have met quite the talented scripters but they all have had a rough time making a race gametype that counts checkpoints and laps and after you hit a checkpoint if u die u respawn on the checkpoint facing the correct direction. Soooooo basically the race gametype halo has always had. I have a version of this but it has a couple downsides. Also if you would like to take this on I do want to let you know I highly recommend testing with at least 3 people (sometimes things that work solo suddenly don’t with multiple people, such as 3 people dying at the same checkpoint at the same time failing to all spawn on the checkpoint, or spawning directly on top of each other causing people on top of the pile to in the end just die again from tumbling over after landing on whoever is below them) In conclusion obviously this is totally up to you and if you do not want to take this on I completely understand buttttt, after seeing your scripting it is clear that you are very good at finding the simplest way to script many things and you are clearly very knowledgeable when it comes to forging and scripting, so I think it would be very interesting and helpful to not only me but many other scripters to see how you would make the race gametype. Thank you very very much for reading this and considering the option regardless of whether you do it or not, much love and respect for what you are doing for the forge community🙏
Great video. So I've recently seen a video of someone who's made vehicles moving as if it was on a road but the tutorial isn't very clear I was attempting to make a train station and have a train moving using through the station ive used the civilian van from vehicle but not sure how to script it so it can move through the station and come back a few minutes later. Do you think you could do a tutorial on making objects move like a car or train ? Thanks
In terms of closing the doors with the button, how would you script it so that pressing the button again would close the doors? Is there an on/off setting for the switches that can be used?
See the second door design - but instead of area monitor, use another switch or simply a WAIT FOR N SECONDS node connected to the first switch. That output should move your green doors to invisible pointer like the second door design!
I've tried making a moving horizontal platform, but no matter the speed or object, the player does not move with the platform, except when I used a small blast door which worked perfectly but is too small. I tried items from the same category and properties, but they don't work the same, I'm just curious if this is a property only the small blast door has or I am missing something.
Get a phased pipe, use a node to get that objects rotation, use an Every N Seconds node (set to 0.1) and an Add Vectors node (or combine vectors node idk) to constantly combine a fixed number value to whichever xyz direction that rotates the pipe in the direction you want. Then plug that combined xyz rotation value into a Set Object Rotation node, effectively increasing the object's rotational value in a single direction constantly. Pipe needs to be dynamic and have phased physics. You'll need a vector 3 node to input zero into 2 of the fields, and whatever number necessary in the field that rotates the pipe in the direction you want - the output of the vector 3 is whats added to the "get object rotation" node using the "add/combine vectors node"
Should be the same but in reverse, and you'll need to reference invisible pointers like the automatic door design so there's something the door "closes towards"
HELP I am trying to make a pendulum for a race track. The “rotate object to point” is good for a door, but how can i make it happen automatically? Or how can i make an object slide up/down like a piston?
can you also turn combined objects into a door? I would like to make a 3-part door that is designed cool, but somehow I can't combine the scripts at a certain point
how do i script an object to rotate? like when the player stands on the object i want it to rotate so it could launch the player in the air. how could i do this?
I have a question, does every scripting has it's own "node map"? or all of them share the same map? Because I was trying to make a new script but I was watching that I was doing it in the same space from the first script I made
@@robbedbump72 there are "scripts" (connected nodes) and script brains (the space or area where scripts can be created) You can have multiple independent scripts in 1 brain, or it can be spread across multiple brains, which are found in the gameplay tab in the object browser. Scripts can reference other scripts in the same brain by default, but you have to use global variables and such to have a script in 1 brain communicate with a script in another brain. If you place a new brain down, you have to physically select the brain object before opening the node graph menu, otherwise it'll default to the originally selected/created brain
Double check that your destination pointer coordinates match the exact position AND rotation of where your elevator platform should end up. Meaning manually drag your elevator floor from the bottom to the desired destination, and copy those destination coordinates into a pointer before dragging your platform back to its original position As for the "jump" - make sure your movement curve for the platform is set to linear so it maintains a constant speed!
Need to make sure you click on the MOVE OBJECT nodes, go to the second tab (node properties) and input a time and movement curve. Just copy what mine says exactly, and make sure the connections are correct!
Can you do a video on custom grav lifts? I was trying to write a script that would calculate the necessary z velocity to launch a player to a given altitude, but it is kinda janky. I'd definitely appreciate seeing how someone else approaches the problem. Visual scripting is tough for me.
What's up friend. I just finished a map in forge, but I still don't know how to set a game mode (for example: Slayer) on the map, so that my friends and I can play it, because when we start the map in a custom game, we enter to the map without cinematics and without a game mode, we just enter forge mode and start as monitors or oracles. Could you please help me with a tutorial for this issue that I have? I would greatly appreciate it. By the way, your tutorials are very useful, they helped me a lot. Thank you!
Awesome video! Would you be willing to go over how to script specific weapon pickups, and how to increase damage output of weapons, and various changes that can be made to types of weapons, as well as single objects/weapons. I'm wanting to do kind of a weapon roulette, so they all look the same but one is way stronger. Also looking to script a disruptor pistol to fire arcane beams, but 1 shot kill. Mostly because I want the disintegration animation to play on deaths. Also, do you have a discord?
Ive been enjoying all your videos and honestly your two builds have been wonderful. Do you know if there are any way to script or make a one way barrier work? Similar to how 3 and 4’s worked in forge
In gameplay category of the object browser there are energy shield emitters! There's also 1way blockers which block players and vehicles but not bullets
Thanks for this. Is there a node to change the gravity or weight of an object itself? I want to make a soccer ball floaty and not the players. New sub btw, I hope you keep these tutorials going
Have forge updates changed any of this? because ive repeatedly done what youve showed and it doesnt work. i got it to work months ago, but now i dont know whats wrong. idk if updayes changed anything, but i'm almost done with my map and doors are the only thing i need. kind of wish there was a prefab i could break down.
You can bookmark this map to look at or copy the scripts, link in description. Everything should still function the same but the nodes may be moved around slightly because of updates
@@RedNomsterlife saver boss! You did mention in video too that the map link was there didn't you? Late night frustrations don't help you think clear. Thank you again! Look out for Mustafar soon.
There's a node in the vehicle tab called "scale to destroy" or something - you can actually plug a player into that node, so it'll shrink that player (doesn't destroy them)
Thank for your thorough and simple guides. I'm recreating Shadow Moses from MGS 1 and these scripts will deffinetely come in handy. But I have a question. Is there a way to make an elevator go up and down with one button? I've previously used the more complicated script with Identifier but it glitched a lot. Yours is way more appropriate and stable. So is there a way to make an elevator move both ways using only one switch with your script? I've tried to play with "on object exited area" thingie, but it doesn't seem to allow to make the things the way I see it.
Yes - a simple way would be to compare (there's a node in Logic for that) the vertical positional coordinate of the elevator platform. So you can test if the elevator has a coordinate greater than its default lowered position- if true, the switch will tell the elevator to go down. If false, the elevator will go up You'd also need to double the entire script if you want to move the single switch ALONGSIDE the elevator, similar to the double door design that moves two objects at the same time :)
Have an event of some kind (pressing a switch for example, or GET RANDOM PLAYER) set a boolean variable node specific to that player You can edit the identifier field of said node to be something like "ChosenOne" Now, only apply traits to only the player with that variable by running any event into a branch node (found in logic category) and the boolean variable node plugs into the branch node as well - have "if true" output link to whatever traits you want specifically for that player, have "if false" output do nothing, or be used to give all other players different traits than what the ChosenOne gets :)
Could you explain how to close the double door I can’t do coordinates obviously but I also can’t put a object there would defeat the purpose of it moving
You can do coordinates if you use the TRANSLATE OBJECT TO POINT node and use a vector 3 node with values matching the closed doors position You can also use the MOVE OBJECT TO TRANSFORM node too by referencing an invisible pointer just like we do with the second door design to close the door :)
I believe its a crate tarp cover, not sure what its in but its clipped into the top of the doorway to conceal the part which would lay on top of the crate
They all have to be dynamic, and for them all to be moved together simply, they all need Normal physics. It's pretty buggy right now unfortunately but works perfectly when loading the map offline (though you can't save when offline)
If I have a rotated object which is welded to another object, the node moves only one of them and rotates it back to its original position. How do I stop this?
If you're moving a welded object, all objects involved need normal physics! Not sure if that's a bug but it should definitely change. In fact, moving welded objects is pretty buggy too, so hopefully they address that soon because it works 100% perfect in offline mode :)
@@RedNomster well thank you very much for solving that problem, but there is still the problem of rotated objects returning to their original orientation. Since you are a very skilled forger I am wondering if you can solve this for me because I cant seem to find it anywhere. Also I'm new at scripting.
Hey Red, could you go over how to make vehicles or other objects the "hill" or objective point. I did it in Reach but haven't figured out how to do it yet. It created a lot of fun and outside the box game modes.
My second door design demonstrates area monitors- instead of opening a door, you can hook it up to a "damage object" node. The player counts as an object!
Use magnets! Controls for that should be listed when an object is selected. Get 2 objects close, enable magnet, then move the object slightly and they'll snap together. Then disable magnet
They're pretty bugged right now. If you know the coordinates you want it placed, manually typing those xyz values in keeps it from exploding, but it's more tedious obviously
Man I wish I had you as a teacher growing up. You are really naturally good at showing examples that dont just show you how to do one thing (build a door) but really open up the process and show the logic behind it. The way you explain things means I am learning how to use forge not just learning how to build doors and it’s fantastic. I dont even play halo (I suck at shooting) but my partner does so I have been spending hours just building in forge and it’s so fun and i am learning so much. Thank you so much
🥺❤️
I literally saw a video summarizing how devs program doors in games and you touch on so many of the similar points. Forge is an incredible tool made available for players, and I see no flaws in the logic that you are a Halo dev. Great work, man. Also, your Twitter interactions are gold!
Red, there are not many folks that make tutorials correctly but you do. Straight to the point, no farting around with worthless info that you have to skip through. Thanks man. Great tutorial, please keep them coming.
Perfect video to watch after spending an hour forging and finally going to bed at 2am lol
Super sweet shit though bro
HONESTLY, THERE COULDNT HAVE BEEN BETTER TIMING CAUSE I'VE BEEN TRYING TO FIGURE THIS OUT FOR THE PAST 3 DAYS TnT THANK YOU SO MUCH
For the elevator, I did a lot of messing around and I found we can lessen the jank by setting the player z velocity to move the player up at the same rate as the elevator (every n seconds node where n is 0) :: square root (distance traveled / duration of time) if you do it right you can still walk around and jump on the elevator, then going down is always jankier but if you set player velocity downward it helps
I tried downwards velocity, lower gravity, more gravity - it always had jank that wasn't worth the extra scripting imo. Ideally, the best way to make the perfect looking elevator from first-person would be to move the walls of the elevator as opposed to the actual elevator, giving the illusion that the platform is actually going up or down, like they do in the movies and some games.
Hopefully a real elevator can solve the jank problem though
@@RedNomster can you not just teleport the player at the same as the elevator platform? i don't know if forge allows you to control a specific value of a position (say just the y value), but that's how some games handle it (basically childing the player to the platform)
@@JJTheDev nah not really, i found it to be glitchier and even if you tp the player higher than the elevator theres a constant stutter :( rn there is no g o o d way to make an elevator or a grav lift for that matter
can’t wait till people start getting craxy with this rendition of forge. if we could make it work in halo 5, this has got to be great. now all we need are credits in challenges or something
You have made all of my maps and prefabs possible
(GT is Red Nomster)
Tutorial World: www.halowaypoint.com/halo-infinite/ugc/maps/56eeaf2a-81f0-44cd-b2f2-3a5213cccb7a
do these work well online? everything seems to be very glitchy and jittery with more than 1 person when i try to move anything :c
Thank you for your channel and all of your tutorials on this. I’ve played and beat every Halo game today, except Halo 3 and Infinite. Halo 3 I’m about halfway through and once I beat it, I will play through the single player of Infinite. One thing I’ve never done in any of the games is play around with forge. I love making my own levels in games and have since the Quake editor, which was one of the first true, 3-D scripted level designers ever made. If not the first. It was so much fun and allowed you to create single player, maps with objects and interaction you could get in the bass game. Like elevators. Not to mention, you could make locked doors, and keys to open them which you could hide anywhere. It was my favorite thing to do, even more so than which ever Quake it originally released for.
I would spend hours and days and months, drawing out my map on paper, and then re-creating it with the editor. The editor was very intuitive, pretty much drag and drop, and then scripting for the animated objects and enemies. Like the forementioned elevators, which were a blast to do. I got so good at making these levels that I was charging five dollars a piece for them and people were paying it. Because I approved myself with a couple free maps, people went nuts. Every time I released a new single player level. You could also string levels together to make a full storied game. They had music from the game and some generic stuff that you could use. This was before MP3s, so you couldn’t really import your own without bloating the game size and nine times out of 10 only so many people could run your game with custom music.
With all that said, for whatever reason, I never jumped into Forge. I didn’t realize how powerful it was, and didn’t realize that you could create pretty much anything with it. Including stuff like your 2D shooter. Had I known you could create single player stuff, I would’ve been creating a long time ago. So, thank you for your videos And tutorials that will work to quickly get me started. I am so excited, because I have not done this since what I believe was the second quake game. I am going to have so much fun and go nuts developing some great maps… I may even try to replicate some of my old Quake maps.
I truly haven’t been this excited about much so far this generation. But this looks like it will keep me busy and chill. Some great games finally release. Even so, I will probably be stuck on this the entire new year. So I can’t wait to dive in to your tutorials and start creating something. Once I get some stuff made and distributed, I will let you know what their names are, and see what you think of them.
Thank you again for everything. I hope you had a merry Christmas and a happy new year.
Thank you this is what I've been needing to finish my cool map! Been forging since foundry and I had to make objects spawn into each other. This is so awesome I love halo and this tutorial thank you! Subbed
I felt that when you said if your lazy get it as a prefab😂
Legend, thanks. It's kinda surreal that we have such a decent visual scripting engine in Forge, this really helped.
YES, more ..more...more...tutorials:) Thank you soooo much!
You could totally make all the Zelda OoT temples with the tools in this game.
This is wild. Very cool
Thank you for this. I will 100& steal your node prefabs!
This is the way
Your videos are the best🙏🏽
I would LOVE a video covering everything there is to know about lighting, reflections and audio. Can't wait for more of your forge tutorials!
Thank you! Keep up the good work!
Thanks for the tutorial, can't wait for another tutorial
I just want some tutorials for beginners from a forgemaster like you rednomster
You went from the guy with some of the coolest maps to show off to the most useful teacher of forge. Good job man you’re feeding the forges with what they need to grow.
Somebody had to focus on helping the new guys! I officially start my first official project today though, I've missed actually forging maps. Can't wait to show you all 🤝
You my friend, are very talented!
Ohhhh man thats a great video! Thank you!
Great video Nomster. Been waiting for this since you replied to my comment on the last one. The automatic door is exactly the thing I needed to bring my Pokè Centres to life. Thank you so much. I wonder if there's a way to get an escalator working?
🤔🤔 perhaps! Thanks Nathan :)
These videos are fantastic dude. Would you consider doing a tutorial on how to 'run a check' in forge? For instance, create a zone that checks every few seconds if a player is standing within it. If a player or players are within the zone, a function is called, if there are no players within the zone, no function is called. This would help with creating zones that can detect multiple players at once as opposed to relying on the 'on entered' and 'on exited' nodes
The automatic door in this video shows how to make zones that check for players 🤓
@@RedNomster It does for single player :) however in multiplayer, if player A opens the automatic door to, let’s say, snipe through, and stays within the zone, the door will stay open. However, if player B comes along and walks through the zone while player A is still there, the script will register a player (player B) leaving the zone and will close, even though Player A is still there. Does that make sense or could I be misunderstanding the scripts?
@@CommanderColson
I had the same idea of a continuous player check, but came up with something better I think (I just realized that what I made IS a continuous player check).
Make a number variable, let's call it door_value. set its base value at 0. Then make it so every time a player enters the area, it adds 1 to the variable. Then make it so every time a player exits, it subtracts 1 from the variable. Make a "COMPARE" node, make it "door_value"==0. then make this a condition (true) for a "BRANCH" function. then after, add the function that closes the door. Now it should only close if door_value is 0, meaning: if there are 0 players in the area (the value can't go below 0 and if it's higher than 0, there is a player in the zone). You may need to add a delay of 0.01 seconds to the closing mechanic though, because it may try to check the door value and close the door simultaneously.
Thanks so much for this
Thanks It took 1.3 hrs!
Finally was wondering what i was missing and it was ....
Yay part 2!
These tutorials are inspiring
🥺
They did a post about you on the community tab in waypoint!!! Congrats dude!!
Thanks Japhox 😁
@@RedNomster keep up the amazing content dude!!! You deserve it!
You've persuaded me to subscribe. The area tool has been useful for me, trying to make a pacman gamemode but keep meeting crashes. I need to figure out how to detect multiple zones for multiple objects without having to copy multiple parts of the same script.
For something simple like a binary open/close door, you can just use the Reset node to put it back in the state it was in after any transformations.
Such an useful tutorial, im currently working on a Halo 2 outskirts recreation map and I wanted to have an sliding door in the buildings, thank you so muuuuch :))
🤝
I needed this Script So Bad!! Elevators!!
For someone like me, I feel so stupid when it comes to scripting and your videos are helping so much! The only thing I’m confused on now is how to have the double door reset to its original position via another switch or just automatically
Check out the 2nd door design - it shows how to close the door using invisible pointers as a reference object, rather than the big red cubes!
@@RedNomster Good idea! I just tried that and for some reason the door keeps going sideways and above the closed position of the door rather than straight back up to it’s closed position. I’ve tried moving the location of the pointer to adjust for the angle but when I do that, it slides the opposite direction. Call me Bernie Sanders cause I am once again, asking for your support lmao
You made this way more complicated than it needed to be
@@TheBtremb if you think a beginner tutorial is complicated then Forge isn't going to be kind to you 😬
Great video! Thanks for the content and sharing your information to make-way for better content on Forge! 10/10 videos
That's the goal! :D thank you!
LOVE IT
Awesome Guide. I do have a question that I've not seen answered yet- how are people getting custom thumbnails on their maps in the content browser? I have a map that I want to publish but I really want to have nice thumbnail on it...
There's a way using external software I think but idk personally, I'll look into it when I upload my first real map!
@@RedNomster cool. I remade canals from gears of war. Adding final details before publishing it.
Watching people explain the Forge Node system is kinda funny. Like the same knowledge is that is making PLC (programmable logic controllers) Technicians/Architects their salary is required to make a good Halo Forge Map lol
these are very informative, thank you
Well, I felt a bit bad prefabbing it. But if you say so boss. I wish we could add people to the credits.
Sharing is caring, I'm here to help the homies
@@RedNomster I do really appreciate it, forge has been so overwhelming for me. So far I've built a box for my map to take place in. Just get so lost looking for where everything is. Might also be all the amazing stuff the community has made has been distracting haha. Excited for the next part!
Love this series your doing so helpful for the upcoming forgers💯 I noticed u saying That you will do a tutorial on gametypes as well. welllll if you would be interested in this sort of challenge, I have met quite the talented scripters but they all have had a rough time making a race gametype that counts checkpoints and laps and after you hit a checkpoint if u die u respawn on the checkpoint facing the correct direction. Soooooo basically the race gametype halo has always had. I have a version of this but it has a couple downsides. Also if you would like to take this on I do want to let you know I highly recommend testing with at least 3 people (sometimes things that work solo suddenly don’t with multiple people, such as 3 people dying at the same checkpoint at the same time failing to all spawn on the checkpoint, or spawning directly on top of each other causing people on top of the pile to in the end just die again from tumbling over after landing on whoever is below them)
In conclusion obviously this is totally up to you and if you do not want to take this on I completely understand buttttt, after seeing your scripting it is clear that you are very good at finding the simplest way to script many things and you are clearly very knowledgeable when it comes to forging and scripting, so I think it would be very interesting and helpful to not only me but many other scripters to see how you would make the race gametype. Thank you very very much for reading this and considering the option regardless of whether you do it or not, much love and respect for what you are doing for the forge community🙏
I'll look into it :)
Thank you so much!
Great video. So I've recently seen a video of someone who's made vehicles moving as if it was on a road but the tutorial isn't very clear I was attempting to make a train station and have a train moving using through the station ive used the civilian van from vehicle but not sure how to script it so it can move through the station and come back a few minutes later. Do you think you could do a tutorial on making objects move like a car or train ? Thanks
Subscribed for this holy shit
thanks, very useful
I took your suggestion of prefabbing the doors but the double doors seem to fall apart as soon as i apply physics? any idea why that might be?
All of these require phased physics!
In terms of closing the doors with the button, how would you script it so that pressing the button again would close the doors? Is there an on/off setting for the switches that can be used?
See the second door design - but instead of area monitor, use another switch or simply a WAIT FOR N SECONDS node connected to the first switch. That output should move your green doors to invisible pointer like the second door design!
Wonderful tutorial. Could probably make down elevators smoother with some gravity zone shenanigans.
Nice! Maybe I can get my gondola to work now lol
I've tried making a moving horizontal platform, but no matter the speed or object, the player does not move with the platform, except when I used a small blast door which worked perfectly but is too small. I tried items from the same category and properties, but they don't work the same, I'm just curious if this is a property only the small blast door has or I am missing something.
Looking at the video wanting to create a sickass game mode but too impatient to fly around in forge.
Man is this tough. I've watched both videos and still can't make a pipe that rotates as one drives through it.
Get a phased pipe, use a node to get that objects rotation, use an Every N Seconds node (set to 0.1) and an Add Vectors node (or combine vectors node idk) to constantly combine a fixed number value to whichever xyz direction that rotates the pipe in the direction you want. Then plug that combined xyz rotation value into a Set Object Rotation node, effectively increasing the object's rotational value in a single direction constantly. Pipe needs to be dynamic and have phased physics. You'll need a vector 3 node to input zero into 2 of the fields, and whatever number necessary in the field that rotates the pipe in the direction you want - the output of the vector 3 is whats added to the "get object rotation" node using the "add/combine vectors node"
@@RedNomster Thanks for the feedback! I'll be sure to give it a try this evening and let you know if I can figure it out!
Lightning effects tutorial would be great
👌
I have but one simple request...
Scripting the Forklift to make it usable.
Thanks 👍
I really like the double door design, but how do I close them both at the same time?
Should be the same but in reverse, and you'll need to reference invisible pointers like the automatic door design so there's something the door "closes towards"
HELP
I am trying to make a pendulum for a race track.
The “rotate object to point” is good for a door, but how can i make it happen automatically?
Or how can i make an object slide up/down like a piston?
You need to upload your maps. They look good enough for us.
yes tgey do
cool!
you, sir, are the Jesus H. Christ of tutorials.
you've saved my dumb ass from its dumb ass.
time to FORGE.
can you also turn combined objects into a door?
I would like to make a 3-part door that is designed cool, but somehow I can't combine the scripts at a certain point
I followed your instructions to make an elevator with platform A from Banished, but I don't know why when I go up, I go through the platform.
Awesome vid. Do you have any plans to show how to apply traits to bots and players?
The end mentions my plans for future scripting tutorials!
is weapon combining the limit for customizing weapons. OR can say damage and rate of fire also be adjusted.
how do i script an object to rotate? like when the player stands on the object i want it to rotate so it could launch the player in the air. how could i do this?
I have a question, does every scripting has it's own "node map"? or all of them share the same map? Because I was trying to make a new script but I was watching that I was doing it in the same space from the first script I made
@@robbedbump72 there are "scripts" (connected nodes) and script brains (the space or area where scripts can be created)
You can have multiple independent scripts in 1 brain, or it can be spread across multiple brains, which are found in the gameplay tab in the object browser.
Scripts can reference other scripts in the same brain by default, but you have to use global variables and such to have a script in 1 brain communicate with a script in another brain.
If you place a new brain down, you have to physically select the brain object before opening the node graph menu, otherwise it'll default to the originally selected/created brain
Thank you
Indeed
For some reason my elevator seems to want to jump 5 feet first (phasing me through the bottom) and then on its way up it starts to rotate and turn
Double check that your destination pointer coordinates match the exact position AND rotation of where your elevator platform should end up. Meaning manually drag your elevator floor from the bottom to the desired destination, and copy those destination coordinates into a pointer before dragging your platform back to its original position
As for the "jump" - make sure your movement curve for the platform is set to linear so it maintains a constant speed!
Instead of using a pointer as an area monitor, couldn’t you use the door frame? Or any other dynamic object or is it better to use the pointer
Pointer is the best because it's invisible and you can walk through it, but I've also used grass objects before. You can use anything :)
I did exactly what you did for the ladder and its not working, says script brain move object transform node missing required property
Need to make sure you click on the MOVE OBJECT nodes, go to the second tab (node properties) and input a time and movement curve. Just copy what mine says exactly, and make sure the connections are correct!
Can you do a video on custom grav lifts? I was trying to write a script that would calculate the necessary z velocity to launch a player to a given altitude, but it is kinda janky. I'd definitely appreciate seeing how someone else approaches the problem. Visual scripting is tough for me.
What's up friend.
I just finished a map in forge, but I still don't know how to set a game mode (for example: Slayer) on the map, so that my friends and I can play it, because when we start the map in a custom game, we enter to the map without cinematics and without a game mode, we just enter forge mode and start as monitors or oracles. Could you please help me with a tutorial for this issue that I have? I would greatly appreciate it. By the way, your tutorials are very useful, they helped me a lot.
Thank you!
Awesome video! Would you be willing to go over how to script specific weapon pickups, and how to increase damage output of weapons, and various changes that can be made to types of weapons, as well as single objects/weapons. I'm wanting to do kind of a weapon roulette, so they all look the same but one is way stronger. Also looking to script a disruptor pistol to fire arcane beams, but 1 shot kill. Mostly because I want the disintegration animation to play on deaths.
Also, do you have a discord?
Side Note For Console Users.
We do not have a copy-paste option.
So don't bother looking.
Yes you do, it's called "duplicate"
Ive been enjoying all your videos and honestly your two builds have been wonderful.
Do you know if there are any way to script or make a one way barrier work? Similar to how 3 and 4’s worked in forge
In gameplay category of the object browser there are energy shield emitters! There's also 1way blockers which block players and vehicles but not bullets
gó hybred dooo hakf halo hakf halo 4
Any tips on how to make said object appears to be flying around the map?
i did something wrong my elevator rotates lol. i only want one switch to do a up and down command
Thanks for this. Is there a node to change the gravity or weight of an object itself? I want to make a soccer ball floaty and not the players. New sub btw, I hope you keep these tutorials going
Welcome :) you can do some math to simulate low gravity for an object, but only players have a gravity node right now!
@@RedNomster thanks I will play atound with that! I am starting to learn there are multiple ways to do things
Have forge updates changed any of this? because ive repeatedly done what youve showed and it doesnt work. i got it to work months ago, but now i dont know whats wrong. idk if updayes changed anything, but i'm almost done with my map and doors are the only thing i need. kind of wish there was a prefab i could break down.
You can bookmark this map to look at or copy the scripts, link in description. Everything should still function the same but the nodes may be moved around slightly because of updates
@@RedNomsterlife saver boss! You did mention in video too that the map link was there didn't you? Late night frustrations don't help you think clear. Thank you again! Look out for Mustafar soon.
ok but how can I close back the first door with the same button
Can you create a volume that cancels weather fx like rain or snow in a certain area of the map(indoor areas)? Could you post script if possible?
Thanks you so much for this video, can you make a tutorial for player scale with button and stuff?
There's a node in the vehicle tab called "scale to destroy" or something - you can actually plug a player into that node, so it'll shrink that player (doesn't destroy them)
@@RedNomster thanks I'm gonna try that
Thank for your thorough and simple guides. I'm recreating Shadow Moses from MGS 1 and these scripts will deffinetely come in handy. But I have a question. Is there a way to make an elevator go up and down with one button? I've previously used the more complicated script with Identifier but it glitched a lot. Yours is way more appropriate and stable. So is there a way to make an elevator move both ways using only one switch with your script? I've tried to play with "on object exited area" thingie, but it doesn't seem to allow to make the things the way I see it.
Yes - a simple way would be to compare (there's a node in Logic for that) the vertical positional coordinate of the elevator platform. So you can test if the elevator has a coordinate greater than its default lowered position- if true, the switch will tell the elevator to go down. If false, the elevator will go up
You'd also need to double the entire script if you want to move the single switch ALONGSIDE the elevator, similar to the double door design that moves two objects at the same time :)
@@RedNomster thanks a lot. I'll try that.
how do you make a reference for a certain player only so that you can apply certain effects on only that player
Have an event of some kind (pressing a switch for example, or GET RANDOM PLAYER) set a boolean variable node specific to that player
You can edit the identifier field of said node to be something like "ChosenOne"
Now, only apply traits to only the player with that variable by running any event into a branch node (found in logic category) and the boolean variable node plugs into the branch node as well - have "if true" output link to whatever traits you want specifically for that player, have "if false" output do nothing, or be used to give all other players different traits than what the ChosenOne gets :)
Could you explain how to close the double door I can’t do coordinates obviously but I also can’t put a object there would defeat the purpose of it moving
You can do coordinates if you use the TRANSLATE OBJECT TO POINT node and use a vector 3 node with values matching the closed doors position
You can also use the MOVE OBJECT TO TRANSFORM node too by referencing an invisible pointer just like we do with the second door design to close the door :)
Is there any benefit to using pointers vs. area volumes? I don't really know the difference between the two.
I'm not sure what an area volume is, but I presume area monitor nodes require a bounding box. You can see if area volumes count
Ok where can i find the fabric sheet thing object at 0:09 cause i cant find it and i thought it wasnt even an object and i had lost my mind
I believe its a crate tarp cover, not sure what its in but its clipped into the top of the doorway to conceal the part which would lay on top of the crate
Can you have a tutorial to move a prefab object? I don't know if it's possible without having all the objects being dynamic. Thank you
They all have to be dynamic, and for them all to be moved together simply, they all need Normal physics. It's pretty buggy right now unfortunately but works perfectly when loading the map offline (though you can't save when offline)
If I have a rotated object which is welded to another object, the node moves only one of them and rotates it back to its original position. How do I stop this?
If you're moving a welded object, all objects involved need normal physics!
Not sure if that's a bug but it should definitely change. In fact, moving welded objects is pretty buggy too, so hopefully they address that soon because it works 100% perfect in offline mode :)
@@RedNomster well thank you very much for solving that problem, but there is still the problem of rotated objects returning to their original orientation. Since you are a very skilled forger I am wondering if you can solve this for me because I cant seem to find it anywhere. Also I'm new at scripting.
can all of this be done on console or do you need a PC?
Hey Red, could you go over how to make vehicles or other objects the "hill" or objective point. I did it in Reach but haven't figured out how to do it yet. It created a lot of fun and outside the box game modes.
can you teach how to make a volume that damages players over time but after they leave they stop receiving damage?
My second door design demonstrates area monitors- instead of opening a door, you can hook it up to a "damage object" node. The player counts as an object!
Hi Nomster, do you have any tips regarding auto aligning objects in Forge? Thank you!
Use magnets! Controls for that should be listed when an object is selected. Get 2 objects close, enable magnet, then move the object slightly and they'll snap together. Then disable magnet
Is it possible to script FX to one time activate upon switch use?
Do you know if there is a way to freeze objects in the air and still apply physics to them through a button? Struggling with that now...
Phased physics. This allows the objects to move in my video :)
@@RedNomster You're the man, thank you!
Does the destination object need to be the exact same object and or size?
it can be any object and any size, as long as the rotational and positional coords are the exact same as what you want your object to move to!
Is there a way to move prefabs around that doesnt result in them glitching out, or is that just how it is currently.
They're pretty bugged right now. If you know the coordinates you want it placed, manually typing those xyz values in keeps it from exploding, but it's more tedious obviously
@@RedNomster ok that helps a lot actually thanks