343, What Forge Needs Next.....

We are missing 1 huge component for what could make Forge scripting so much better than what it is, and That’s the ability to target players directly and assigning them values, and then being able to check against those values. Right now, we have to do convoluted processes to try and attain these missing functions, and even then so, we still come up short as necessary checks are still missing. A simple game mode would be able to be created without such complex directions if these directives were added.

This is what I hope to see added in the next Forge iteration (H6), or update (H5):

Mod: Player Select (Random)
*We have a Mod for Player Select Farthest and Nearest. We need a Random as well for this.

Operation Setting: Highest/Lowest
*We have Equal, not equal, greater than, less than, so we need one to find the highest or lowest of a value available.

Target Setting:
*Add Team, Player, and Object Numerics to the Target string. More Info on that below.

Condition: Player Killed (IF TARGET is killed by PLAYER)
>TARGET (which player is killed)
>Mod1-4 to set who.
>PLAYER (by whom player is killed by)
>Mod1-4 to set who.
*NOTHING would return any time the player died, including suicides, etc. PLAYERS (add) would be anytime the above is killed by ANY player, including suicide, enemies and teammates, but not including falling off maps. ACTIVATOR would be only if they killed themselves. Team would dictate if any player on a certain team killed them.

Condition: Number Check
>PLAYERS, TEAM, OBJECT
>Add option for Numeric
>Set: 0-4 (All Players 0 by default)
*Allows to check if certain players, teams, or objects are a certain numeric value. ACTIVATOR of Numeric from the action that set it is who this conditions actions will transfer to.

Condition: Boundary Check
>PLAYERS
>Add Mods1-4 for this to greatly expand options
>OBJECTS
>Add Mods1-4 for this to greatly expand options

Condition: Score Check (change settings to allow checking PLAYERS and its mods)
>Operation: Add Highest and Lowest as options on top of Equal, Not Equal, etc.

Action: Kill Player (…then kill PLAYER)
>PLAYERS
>Mod1-4 to set who.

Action: Number Change
>Add option for Numeric
>Type: Player
>Set: 0-4
>Type: Team
>Team1-Team8
>Set: 1-4
*Allows setting certain players, teams, or objects to a numerical value. Applies directly to the ACTIVATOR. TRANSFERS ACTIVATOR. Can be checked against in Number Check Condition to find a defined specific player.

Action: Navpoint Change
>Add option for Hide and Unhide or a Visibility On/Off
*Pretty surprised it doesn’t exist. Sometimes you want a Navpoint script to still run, but just want the ability to hide it for a little bit and re-enable it’s visibility later. Sometimes multiple waypoints are scripted together, and have scripts in between that may interrupt this, but can’t get back to a prior state without revamping entire scripts.
>Icon: Add ability to change icon to any supported Waypoint Icon.

Action: Play Sound
>Add ability to use any [vo]. Kinda pointless to add some and not all. Would help for alert scenarios like enemies attacking certain objectives, etc.

OBJECTS: Add Warzone destructible Generators as an Object for Forge.

Is there anything else you guys feel needs added for the scripting engine? I feel these additions alone would make the scripting much more valuable and scripts to be simplified so roundabout methods aren’t used for simple actions.

We should have power weapon variants available in Forge, as well as AI, mostly so that testing for strength/range/accuracy of a weapon can be done more effectively.

> 2535422386455449;2:
> We should have power weapon variants available in Forge, as well as AI, mostly so that testing for strength/range/accuracy of a weapon can be done more effectively.

Isn’t that already there? Pretty sure 90% of the REQ variants are already there. The rest couple be implemented. That would help for sure.

If you could somehow “sketch” with parametric features/tools in Forge… its implications would be massive.

It would be very heavy on the engine however… you could essentially sketch entire planar layouts and create an extruded object, rendering an entirely new Forge piece entirely… but I have trouble seeing how they could make this work.

343’s internal modeling software shouldn’t have any problems creating such features, in this manner, however. They have some pretty powerful tools in the way that they model objects like Pink Tower on Truth and the middle structure on Regret… that free-flowing Covenant geometry.

I dont know if it is just me, but when I put my objects to a movement snap, then render the lighting, then create a new object with the same snap, they do not line up properly. I am not at home currently, but I will put up a video showing exactly what I mean later if I remember.

> 2533274797974279;5:
> I dont know if it is just me, but when I put my objects to a movement snap, then render the lighting, then create a new object with the same snap, they do not line up properly. I am not at home currently, but I will put up a video showing exactly what I mean later if I remember.

Usually you have to change one of the snap values by one and back to what you want it. I’ve also noticed that players and maybe even objects can cause an interference.

My $0.02 is that they should add/expose the various variables that control how the weapons function within forge.

Stuff like the speed of a weapons projectile, explosion radius (if applicable), even the projectile itself and other things that could really add a new layer of depth to the toolset. We’ve already kind of have this now with that glitch.