> 2533274838023702;444:
> > 2596271570922541;442:
> > > 2533274838023702;421:
> > > Couple of things I have noticed in the Forge:
> > > The first is a bug that I discovered today regarding scripts. When an object that has scripts set on it is deleted, the scripts are not deleted. This isn’t a major issue, but it uses unnecessary scripting memory.
> > >
> > > The second is a very simple feature that would give me a lot of options regarding scripting. I would like to see a delay timer in the “send message” and “toggle power” actions. This would allow a creator to tag one script to the end of a previous script, delay manually triggered scripts, or use a manually triggered timer for any number of things. Does anyone know if there is any other way to start a manual timer that could work in the same way?
> >
> >
> > Having the same exact problem, but even worse. The scripts that have been “deleted but not deleted” are putting themselves into random unscripted objects. Making said objects seemingly possessed by the devil. Because even though they are moving around as if they have a script, the objects options do not say it has script, therefore it’s unwanted script cannot be deleted. Right now I have about 4 or 5 objects on my map that never had scripts moving around on their own. I’ve tryed deleting the objects and recreating them but the same thing keeps happening.
>
>
> Yep. I discovered that shortly after I posted this. The orphaned scripts apply themselves to random objects, at which point it becomes impossible to get the object to behave correctly. You can delete the object, save your map, and then restart forge and replace the object, but the script will likely find a new host. Like a freaking parasite, and impossible to get rid of. The only thing I have found to help is if the script was triggered by a message or power, changing the channel of the script sending the message or power signal will disable the orphaned script. Other than that, I am now building maps without scripts so that I can be sure that I have a working copy of the map before breaking them with glitched scripts.
Well that sucks…I was almost done with a map I have easily over 100 hours of creating and testing 
> 2533274838023702;444:
> > 2596271570922541;442:
> > > 2533274838023702;421:
> > > Couple of things I have noticed in the Forge:
> > > The first is a bug that I discovered today regarding scripts. When an object that has scripts set on it is deleted, the scripts are not deleted. This isn’t a major issue, but it uses unnecessary scripting memory.
> > >
> > > The second is a very simple feature that would give me a lot of options regarding scripting. I would like to see a delay timer in the “send message” and “toggle power” actions. This would allow a creator to tag one script to the end of a previous script, delay manually triggered scripts, or use a manually triggered timer for any number of things. Does anyone know if there is any other way to start a manual timer that could work in the same way?
> >
> >
> > Having the same exact problem, but even worse. The scripts that have been “deleted but not deleted” are putting themselves into random unscripted objects. Making said objects seemingly possessed by the devil. Because even though they are moving around as if they have a script, the objects options do not say it has script, therefore it’s unwanted script cannot be deleted. Right now I have about 4 or 5 objects on my map that never had scripts moving around on their own. I’ve tryed deleting the objects and recreating them but the same thing keeps happening.
>
>
> Yep. I discovered that shortly after I posted this. The orphaned scripts apply themselves to random objects, at which point it becomes impossible to get the object to behave correctly. You can delete the object, save your map, and then restart forge and replace the object, but the script will likely find a new host. Like a freaking parasite, and impossible to get rid of. The only thing I have found to help is if the script was triggered by a message or power, changing the channel of the script sending the message or power signal will disable the orphaned script. Other than that, I am now building maps without scripts so that I can be sure that I have a working copy of the map before breaking them with glitched scripts.
Smart idea, and I have the same problem as well, so I do a blank world I’m not going to save to test scripts. I now know how to make flyable vehicles. Lol.
Within the Infection gametype, is there a way to end the game/round when the infected are killed. Currently I’m working on a game that uses one infected and only one life, when the infected kills all survivors, the round ends but, if the survivors kill the infected, the game proceeds despite the fact that the infected won’t respawn. Ive thought of setting a point limit, when reaching the set amount of points, the round will end, and just set the amount of points a survivor gains after killing the infected to the required amount to end the round, but currently there’s no option for it, any Suggestions?
> 2535453015458406;447:
> Within the Infection gametype, is there a way to end the game/round when the infected are killed. Currently I’m working on a game that uses one infected and only one life, when the infected kills all survivors, the round ends but, if the survivors kill the infected, the game proceeds despite the fact that the infected won’t respawn. Ive thought of setting a point limit, when reaching the set amount of points, the round will end, and just set the amount of points a survivor gains after killing the infected to the required amount to end the round, but currently there’s no option for it, any Suggestions?
If the infected/survivors have similar traits, you can use breakout instead. You would have to set the correct amount of people on each team before the game starts.
> 2533274795538024;448:
> > 2535453015458406;447:
> > Within the Infection gametype, is there a way to end the game/round when the infected are killed. Currently I’m working on a game that uses one infected and only one life, when the infected kills all survivors, the round ends but, if the survivors kill the infected, the game proceeds despite the fact that the infected won’t respawn. Ive thought of setting a point limit, when reaching the set amount of points, the round will end, and just set the amount of points a survivor gains after killing the infected to the required amount to end the round, but currently there’s no option for it, any Suggestions?
>
>
> If the infected/survivors have similar traits, you can use breakout instead. You would have to set the correct amount of people on each team before the game starts.
Thanks for the suggestion but, the infected have very different traits.
How make a good map for infection…?
> 2535453015458406;449:
> > 2533274795538024;448:
> > > 2535453015458406;447:
> > > Within the Infection gametype, is there a way to end the game/round when the infected are killed. Currently I’m working on a game that uses one infected and only one life, when the infected kills all survivors, the round ends but, if the survivors kill the infected, the game proceeds despite the fact that the infected won’t respawn. Ive thought of setting a point limit, when reaching the set amount of points, the round will end, and just set the amount of points a survivor gains after killing the infected to the required amount to end the round, but currently there’s no option for it, any Suggestions?
> >
> >
> > If the infected/survivors have similar traits, you can use breakout instead. You would have to set the correct amount of people on each team before the game starts.
>
>
> Thanks for the suggestion but, the infected have very different traits.
I think you will have to waith for them to fix the issue then.
Quick and easy one for you,
how do you play community made maps
> 2533274845223479;452:
> Quick and easy one for you,
> how do you play community made maps
Select file browser on this website and then go to maps. You can enter a gamertag to get the maps of a specific player. When you find one that you like, click the bookmark button. Next time you go into halo customs, select maps and go to bookmarked maps. You should find the map that you bookmarked earlier.
As far as finding people with good maps, there is several ways to do that.
- Many people post their maps here on the community creaions forum. Just look for threads about forge maps.
- Go to a Forge website. There are many. They will have more decriptive map posts with screenshots and/or videos of thier map. The forge site I use is Forge.World.
- Go to the reddit page for Forge.Also if a map requires acustom gametype, make sure you bookmark that as well.
How would you set up the spawns for Infection?
Also, How do you fix the flashing-glitch when you phase two objects together?
<mark>This post has been edited by a moderator. Please do not post spam.</mark>
why is it so much harder to control than per say halo 3s forge?
> 2535458315481942;454:
> How would you set up the spawns for Infection?
> Also, How do you fix the flashing-glitch when you phase two objects together?
If you are trying to make a classic infection game, you will want at least two initial spawn points for the infected (attacker/blue team), and at least 10 initial spawn points for the survivors (defender/red team). Generally you want to spawn the infected away from the survivors, so the survivors have a chance to set up before being immediately being attacked. Respawn points can be placed as desired throughout the map.
Z-fighting (aka the flashing-glitch when you phase two objects together), can be fixed using the snapping feature that has been modified for this version of the forge. 343 added a feature within snapping to make it easier to resolve z-fighting. To use it, select one of the two objects that are having the quarrel, hold the left-trigger, and press left on the d-pad until you see SNAP: 0.001’ [Z-FIGHT FIXER] in the upper-left. Make sure magnets are turned off (press up on the d-pad until white dots on objects disappear). Then move the object by .001’ or .002’ in the direction of the fighting (if the fighting is happening on the front of the object move it forward, if on top move it up, etc.) until the fighting stops.
> 2535406513638106;456:
> why is it so much harder to control than per say halo 3s forge?
There is a bit of a learning curve to the new forge, but there are so many new features that, when taken advantage of, make forging so much more efficient and precise. Some of these features required an update of how the controls work, because the controller has so many more functions that it has to be able to handle. Keep building and practicing, and learn to use the new features. I absolutely love the new forge (except for the odd bugs here and there).
hola amigos de halo5 :'v solo quiero un pack jajaaja
would someone be able to take a look at my spawn volumes and give me a tip… cause im not sure they are workin correctly.
stray morais
MAP :
Amitayus
I haven’t personally used this forge system yet. What are the best qualities of the new system?
Please, someone make Speed Halo V2.0 PLEASE