So, looking around here I haven’t seen any threads that keep track of a list of issues with Forge, nor have I seen some issues I have personally encountered marked as active issues, therefore I’m making this thread to hopefully serve as a “list” of in-game forge issues. If anyone has seen anything not on the list, or has any information (IE: Reproduction Steps) that could help the Forge Team fix these issues, that’d be great.
Bugs and Glitches
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Power / Message Channels are inter-linked. You can test this bug by spawning in two script brains, have one trigger an event with a power/message multi and the other set a channel and a message. You will notice that if you use power channels and then fire a message on one of your used power channels, the game will treat the message as the power channel turning on. This can be fixed by splitting each category to it’s own list: IE: (M) Alpha, (M) Bravo, (P) Alpha, (P) Bravo, and so on. - On-Round Start only works during Round 1. I set up an elevator that moved up at the start of each round, and it only functioned on the very first round. I think the system may have doubled the on Match Start condition here. - Object Elevator Invisible Script. This is a bit of an oddball one that I have only noticed after the release of MoR, after you leave a forge session and re-enter your map, random objects have a chance of becoming “elevatorized”, in which they will move a random amount of position up and down very rapidly every ~5 seconds or so. You cannot revert this, and will be required to delete and replace the object to fix it. - Latency / Time Movement Desynch: There is some kind of time-keeping issue in the engine, if you spawn an object and have it move 100.0 units in one direction and then back, eventually the object will become desynched from it’s original position. The only way around this I have found so far is to use the Position / Rotation Reset function, this is alright when you have objects that only move or rotate, but it makes things more complex impossible. - Object Spawn Block: For some unknown reason, objects will not respawn if a player is anywhere within 10 units of the object. This is a real problem in forge especially in tight spaces where objects quickly spawn and despawn, as if the object block is triggered, the object is permanently deleted. - Vehicle Spawn Movement: Vehicles have a very weird respawn behavior, their respawn point can move on it’s own, the easiest way to reproduce this is to have a vehicle which moves 350.0 units forward on spawn, and point it at the ground, you’ll notice over time that the vehicle will respawn in different locations, eventually moving out of the map bounds and becoming un-deletable. - Vehicle Physics Broken: Set a Phaeton to Fixed, get in it, then get out. Correct behavior should be a “frozen” vehicle for instance, no movement allowed.And here are a few things that I personally would like to see in Forge that would help to fix some issues associated with the above list:
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Triggers: Remove the need for complex amount of power channels being taken up to trigger a player / vehicle entry event. (Examples could be: Player Only, Vehicle Only, Object (Projectile) Only, Player or Vehicle, All) - Additional Power & Message Channels, limited to 26 of each (26 total due to the above bug) is very restrictive for Forge, You should consider using numerical power and message channels instead, and go up to 100, or 256 to allow for greater amount of scripting. - Upgraded Timers, instead of having On Timer function as a universal timer, have a second timer script condition that initializes when an object is spawned.As a person who enjoys to make puzzle / adventure themed maps, having some of the key features non-functional can be a bit of a disappointment, I hope that you guys can track these issues down and fix them to make all of our lives easier.
I am also having Forge issues with a rotation bug. Whenever I make something torquee with scripting, the object drifts out of position.
Objects with normal physics will change their spawn point when they are moved and come to a stop, and they are deleted if they fall off the map.
Non-Deletable Scripts Bug
I created a few grouped objects with scripts on them to move back and forth.
Then I deleted a few because I messed up the script. It should have deleted the script along with the object, but it only deleted the object. This left me with 370+ scripts even though I only had 52. This is a big problem because I need much more scripts for my map, but because of the bug I only have a few scripts left. To add to this, now a few of my non-scripted objects r going all whacko on me and taking on the scripts of the deleted object. For instance: I had a moving platform. I deleted it because i messed it up. I reload the map, and a random floor piece in my lap has that exact script, yet I can’t remove the script from that object.
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> Non-Deletable Scripts Bug
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> I created a few grouped objects with scripts on them to move back and forth.
> Then I deleted a few because I messed up the script. It should have deleted the script along with the object, but it only deleted the object. This left me with 370+ scripts even though I only had 52. This is a big problem because I need much more scripts for my map, but because of the bug I only have a few scripts left. To add to this, now a few of my non-scripted objects r going all whacko on me and taking on the scripts of the deleted object. For instance: I had a moving platform. I deleted it because i messed it up. I reload the map, and a random floor piece in my lap has that exact script, yet I can’t remove the script from that object.
This mirrors the behavior of the Object Invisible Elevator Script bug, I think it may be the same issue.
Add another to the list:
Deleting any object with scripts attached to it will not cause the script count to properly decrease. This may be associated with the invisible script bug. I seem to notice this behavior the most after loading forge on a map that I have previously edited.
since some recent update the spawn points have been malfunctioning:
A player cannot spawn on an initial or regular spawn point if it is too close to a vehicle, not sure of the actual distance but it is significant.
As I said, it only started recently; A map I made (and that worked) in January now players wont spawn on it
This is to partially supplement Phantom139s post with some tips I’ve learned. I wish I read his post earlier than I did. I made the power/message channel mistake along with deleting scripted items which I believe caused the phantom bug script in my map and I had to start over. I made the mistake very early in my map and didn’t catch it until it was too late. Some of these may be obvious to some, but I didn’t know any of this when I started forge. If anyone has feedback or different experiences, let me know.
- You can essentially “double” your amount of scripts by using the power states on and off for each channels as opposed to sending messages. There are a few instances when messages work better. It seems sounds will only spawn in with messages. I also had better luck using messages for the multi-condition script. However, do NOT use the same channel for power AND messages like Phantom139 says. I made this mistake too.
-As stated before if you must delete a scripted object, REMOVE the scripts first. That phantom bug script is a SOB!!! I tried every work around to fix it to include “catching” the scripts with blank scripts objects, locking the objects, removing all scripts in the map, but none of them worked. Had to start a new map from scratch.
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If you are reading this too late and you can’t recover from the phantom script bug, you can salvage your map by making many prefabs of your entire map (as I did). You can group up to 64 items at a time, then write down the GROUPED position coordinates, save the prefab, and then place them in the same coordinates on a new map. Yea, it’s a pain, but it beats actually starting completely over. Highly recommend removing all scripts before you do this or you might run into the same issue. You can write down the current scripts you have and apply them later.
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You can bring back your despawned objects using the “Respawn all objects” button in the map options menu. I highly recommend you spawn these in before you start making script edits, as I swear this affected my scripts.
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Lost connections may or may not save your game. Most of the time they don’t, but the two times it did are changes I didn’t want saved.
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If your monitor seems locked in a slow moving/precise mode permanently and pressing the left thumbstick does nothing, it can be corrected. From tool settings, set movement snap to none.
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Safe zones only protect from player placed kill zones. They won’t save you from the map default kill zones such as the water on Alpine.
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Lightmap budget can be exceeded! It may slow a few things down.
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Some objects like kill zones and holograms cannot be scripted. Learned this the hard way after placing them and then went to script them and couldn’t find the option.
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If you want to have moving/falling objects in your levels, there is a work around for it. Place the crate, kill ball, whatever on a block to set its “foundation.” Then, have the block despawn a couple seconds into the match and make sure to turn respawn off. Crates/KBs will continuously fall if you put them on respawn. It will NOT work in forge, but will once you start a custom game. I’ve only tested it on crates/kill balls, but I wonder if it works for other objects.
-This one is fairly specific, but if you have objects that can potentially fall off the map, the position/reset script alone will NOT work. I used this for hitting golf balls which went off the map/got deleted in the water. You must also activate the respawn option for the object in case it gets deleted.
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If you bring in scripted pre-fabs, use extra caution. When possible, I highly recommend ungrouping pre-fabs afterwards as not doing so wrecked havoc on my scripts. Use even more caution when deleting scripted pre-fabs because of the phantom script glitch.
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Invisible switches will not spawn, despawn, or move whatsoever which is crap. This is why I chose to use visible switches and move them into position with scripts. This also works around the objects not spawning in issue when the player is close, as Phantom alluded to.
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Depending on the depth, you cannot grab objects underwater and then they will be stuck on your map (at least on Alpine).
There are way more tips out there, but these are just a few I came across in my experience that I wanted to share. Check out my Golf World Quest map if you want to see a finished product that I almost gave up on due to the stupid phantom script bug!
Yeah, there’s lots of things that need fixing.
I haven’t really touched forge at all since the prior update because it broke timers, none of my maps work any more. This is something that really should have been hotfixed a long time ago.
i have a problem on the pc (i have not checked Xbox) that when i set continuous on player in boundary it only works when i enter or exit then i did try exit or enter then the exit enter did what it was supposed to but the continuous still does not work i think this may need fixing
I have a huge problem in custom games with later rounds where objects begin to randomly dissapear disappear and scripts don’t want to work when there are a large number of objects in the map. Further information can be found in the following forum posts (which mostly went unanswered…):
So I’ve been having this serious glitch. When I create a large map in forge (using magnets), many random objects will rotate a few degrees on a horizontal axis. This has ruined almost every map I have because platforms of enclosed spaces will be exposed. (For example, a gap at the edge of a floor or having railings/blocks similarly misaligned)
My thought is that maybe the objects are spawning into the map with normal physics for a split second, then setting to phased.
This thread may be locked due to it being revival of an old topic, but all of these issues still exist in some form or another, despite there being workarounds for them. Hopefully this isn’t locked, because it is still very much relevant to Forgers.