Forge Feature Request

Advanced zone scripting in regards to map settings would be awesome. Specifically, what I would like to do, is have an interior and exterior environment shift.
Example 1: Space
In this example, picture an interior environment with normal audio effects and physics, but you step through a shielded air lock out into space. The audio effects switch to “space” making everything muffled and the gravity drops for all dynamic objects and players. To make this even more interesting, the shield being a simple FX object, players can still fire through it. Allowing something like a grenade thrown from the exterior to the interior and watching as it flies nearly straight as an arrow until it reaches the shield, then suddenly starts to arch more dramatically would be epic.
Example 2: Under Water
Picture a very similar scenario to the space one, only you have under water audio effects applied, and instead of gravity being decreased arbitrarily, now things also experience more drag. Now if you throw a grenade in the exterior (submerged under water) the grenade wont fly as far because it’s experiencing so much drag through the water.
I’m sure some of this is possible to do now. But I have yet to discover how I might be able to change the map audio settings through scripts.

1 Like

Good ideas!

Here’s a few of my wishlist items:

  1. MIN/MAX/CLAMP under “MATH” for Number Variables (and possibly Vector Variables?)
  2. INCREMENT/DECREMENT NUMBER VARIABLE without needing GET/SET NUMBER VARIABLE and ADD or SUBTRACT nodes
  3. Extended COMPARE nodes (such as >= and <=) without needing an additional BOOLEAN LOGIC (OR) node
  4. Find/Filter Objects by tag/identifier

Hopefully we can get some momentum behind this thread so 343 sees it!

1 Like

REF: PC Players

PC players need to be able to grab objects with a mouse!

Peace! :fist_right: :fist_left:

i am looking for object variable unlisted identifiers in halo infinite forge. i have this map and there is an audio emitter that isn’t loud enough.

are there object scope variables that are initialized on game start but are hidden from node graph view? i need to know if Audio Emitter 1 has a hidden object scope variable with an identifier called “soundRange” or “emitterAmplification” or something. then in testing i can get the value (which in my map is way too small) and then set it to be a much larger number so that Audio Emitter 1 is a lot louder and has a bigger range where players will start to hear the sound i pick.

right, like is there a list of hidden identifiers for objects that have object scope variables initialized, like sound emitter range?