Forge bugs and requests

1st my personal pain is the scripting welded items and or just mass scripting, it feels as if there is an unseen budget that we use up when scripting, and it has crashed the game a few ties for me also. i have a few maps that require this to work in order to be built, and i have always had a knack for pushing it to the limits, i just wish this wouldn’t limit my builds.

2nd now i haven’t messed with them but i hear people complaining about the gravity volumes, what is the point of a volume that you cant walk into nor grenades or rockets don’t enter? i haven’t even begun to mess with those, but i know i sure wont want them to be like that when i start my build.

Now 3 is more of a request list of things to bring back, and seeing how things can be added to forge, im sure im not the only person out there wanting some of our old buildings back, some people found some of those structures as signature parts to work with. also the circular stair case was one of my more recent go-to pieces. it would be nice to see those make a comeback. Also we had a very nice selection of trees in MCC, we were able to make shrubbery and a dead forest with the variety we had available to us. another thing i would love to see comeback. NOW one of my most important things i love and need in my builds are WOODEN PALLETS… i built a pallet house in halo 4 “with the help of LORD ZEDD” and it was so great to have a house that can be torn apart. I feel strongly about having them back, or any form of destructible item that doesn’t explode causing damage. Did you guys realize you launched halo 5 forge without any non-exploding destructible items? I.E. wooden pallets, breakable glass or breakable shield doors??? now with a way better scripting program i think having item like this will better forge.

so what are your thoughts and if there is any other forge bugs, please list them, and maybe we can get some official 343I in on this…

A few issues I’ve had with exploding barrels, not sure if they are bugs;

Respawning- I’m trying to have a steady stream of explosive barrels lobbed from a grav-lift and explode on impact. The issue I’m having is that after exploding, the barrels respawn at the spot they exploded instead of the original spawn point.

Scripted movement- I have explosive barrels moving back and forth using movement offset scripts activated by power on/off, which is toggled by script brains using a timer. The barrels also have a script to send a message when despawned/destroyed. At times this works perfectly. At other times, after being shot, the barrel fails to explode or send the message, and instead of following the movement scripts, it and all the other barrels using similar scripts (but using separate power toggle channels, run on separate script brains) continue to travel in the direction they were headed indefinitely.

Requests for changes/additions;

-Landmines as per earlier games.

-Pressure switches (I know these can be made using existing objects and scripting, but having this as an object that works like the existing switches, but activated/deactivated by weight would be great)

-Object Spawn Point- similar to the weapon spawn item but preferably invisible, and able to spawn any forge object, with scripting options for both the spawn point itself, and the object to be spawned.

-Script option to activate/deactivate objects
A few ideas I had here were;
Mounted turrets- starts firing (the ability to set a script to move the barrel as well would be great)
Grenades- arms as if thrown, if already touching an object/the ground, reacts as if it has bounced/landed
Teleporters- turn on/off, obviously
Respawn points- become available/unavailable for respawning.

-Timer option in scripting able to be set as a secondary ‘condition’
For example;

Condition 1: on message received
Channel: alpha

Condition 2: on timer
Initial Delay: 2 sec
Repeat: 5 sec

Action: Power
Channel: bravo
Setting: toggle

So upon receiving a message on alpha channel, there is a 2 second delay, then power on bravo channel is toggled on/off every 5 seconds.
Again, I know this can already be achieved but it would be good if it were made more simple.

-Movement option in scripting “To and From”
Ability to mark point A and B on the map itself for object movement, rather than trial and error with the movement offset option.

  • Add ‘Destroyed’ as a separate option for scripting conditions.

OR

-Add option for objects to ‘Begin match unspawned’
Sounds the same as scripting ‘On match start’ = ‘Despawn’, but I mean not be spawned to begin with instead of despawning.
(This is because I have objects I want to spawn later in a match, that send a message when destroyed. Using the existing options of despawning an object on match start, and sending message when despawned/destroyed results in the message being sent immediately as the match starts because the object has been despawned.)

Also, it’s a custom game addition, not a forge one (sorry), but an option in player traits for damage from headshots only- shooting the body does no damage.