For as long as i can remember i have loved forge and with a return to classic halo game i want nothing more than halo reaches island on forge world, when i was younger me and my brother would have epic battles and “my island” was always the center of them i have so many memories on that island i would love to see it remade along with some new ideas such as AI in forge something that i have wanted since 2007 as i would love to orchestrate massive flood vs covenant battles. Other features i would love are the ability to flay liches, phantoms and pelicans i would always envision massive battles with troop transports and couple this with the community desire fore scripting and prefabs it would be spectacular so please 343 grant mine and my brothers child hood dreams and give us these features.
That sounds like a campaign forge, or Spartan Ops forge, or Firefight forge. It could work but it would have to be limited to 4 players because no matter the hardware you still have to work within your resources so limiting it to 4 players is a fair compromise.
I’d like to see a scripting tutorial for Halo Infinite!
Forge should have 3 different modis, like the basic one where you can place objectives etc, the standard stuff.
Another modi when you script doors and maybe AI and a third to see how all works
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> I’d like to see a scripting tutorial for Halo Infinite!
It definitely takes a while to get your head around… but does need to be a lot friendlier.
- more actions per script.
- editable names for script brains.
- attach scripts to game types (so that we don’t have to put them on EVERY map we want to play on)
- set up so we can give user-labels in the pre-game lobby
- more info in game-values (who killed who, values for assists and deaths, etc)
- a debug mode where we can freeze a game and read all the script variables.
- labelled mod-lists (make them easier to reuse without having to re-enter every time).
There is so much untapped potential in scripting…
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> > 2535469671061034;3:
> > > 2585548714655118;5:
> > > > 2535469671061034;3:
> > > > I’d like to see a scripting tutorial for Halo Infinite!
> > >
> > > It definitely takes a while to get your head around… but does need to be a lot friendlier.
> > >
> > > 1. more actions per script.
> > > 2. editable names for script brains.
> > > 3. attach scripts to game types (so that we don’t have to put them on EVERY map we want to play on)
> > > 4. set up so we can give user-labels in the pre-game lobby
> > > 5. more info in game-values (who killed who, values for assists and deaths, etc)
> > > 6. a debug mode where we can freeze a game and read all the script variables.
> > > 7. labelled mod-lists (make them easier to reuse without having to re-enter every time).
> > >
> > > There is so much untapped potential in scripting…
> >
> > I agree with you, there’s so much potential for scripting. They should make it a lot more friendlier to people trying to get into Forge.
> >
> > To be honest, I haven’t really touched scripting in Halo 5, because like you said it takes awhile to get your head around it…
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> To be honest, I haven’t really touched scripting in Halo 5, because like you said it takes awhile to get your head around it…
I took the plunge a couple of months ago.
Trying to come up with some game types to help smooth out the skill gap in our weekly custom nights (we have low Bronze up to mid-Diamonds).
I had read of some of the difficulties with scripting but thought it would be good to get my toes wet - at the very least it should make learning Infinite’s scripting quicker.
I have a simple script set up that handicaps scores by team - eg Green team starts off at 5 points… so we can choose teams and then give the weaker combinations a boost. I also have a script up and running that monitors your score and if you drift too far behind the leader you get a playing trait with shield boosts. And a third script that’s not working as well just yet - but you start off at 10 points and lose a point every 15 seconds - and if you don’t keep your score above zero you are ‘out of the game’ (you no longer register a score for a kill).
> 2585548714655118;7:
> > 2535469671061034;6:
> > To be honest, I haven’t really touched scripting in Halo 5, because like you said it takes awhile to get your head around it…
>
> I took the plunge a couple of months ago.
>
> Trying to come up with some game types to help smooth out the skill gap in our weekly custom nights (we have low Bronze up to mid-Diamonds).
>
> I had read of some of the difficulties with scripting but thought it would be good to get my toes wet - at the very least it should make learning Infinite’s scripting quicker.
>
> I have a simple script set up that handicaps scores by team - eg Green team starts off at 5 points… so we can choose teams and then give the weaker combinations a boost. I also have a script up and running that monitors your score and if you drift too far behind the leader you get a playing trait with shield boosts. And a third script that’s not working as well just yet - but you start off at 10 points and lose a point every 15 seconds - and if you don’t keep your score above zero you are ‘out of the game’ (you no longer register a score for a kill).
That sounds like a fun complex project that you’re working on!
I might try to get into Halo 5’s scripting, before Halo Infinite releases later this year!
I have an idea for a somewhat competitive game mode that would be interested to see work in Halo 5, however I think it would need a little bit of scripting to work properly.
I’ll for sure be getting into Halo Infinite’s scripting!
> 2535469671061034;8:
> > 2585548714655118;7:
> > > 2535469671061034;6:
> > > To be honest, I haven’t really touched scripting in Halo 5, because like you said it takes awhile to get your head around it…
> >
> > I took the plunge a couple of months ago.
> >
> > Trying to come up with some game types to help smooth out the skill gap in our weekly custom nights (we have low Bronze up to mid-Diamonds).
> >
> > I had read of some of the difficulties with scripting but thought it would be good to get my toes wet - at the very least it should make learning Infinite’s scripting quicker.
> >
> > I have a simple script set up that handicaps scores by team - eg Green team starts off at 5 points… so we can choose teams and then give the weaker combinations a boost. I also have a script up and running that monitors your score and if you drift too far behind the leader you get a playing trait with shield boosts. And a third script that’s not working as well just yet - but you start off at 10 points and lose a point every 15 seconds - and if you don’t keep your score above zero you are ‘out of the game’ (you no longer register a score for a kill).
>
> That sounds like a fun complex project that you’re working on!
>
> I might try to get into Halo 5’s scripting, before Halo Infinite releases later this year!
>
> I have an idea for a somewhat competitive game mode that would be interested to see work in Halo 5, however I think it would need a little bit of scripting to work properly.
>
> I’ll for sure be getting into Halo Infinite’s scripting!
I’m not an expert by any means… but feel free to PM me your idea and I’ll let you know if it’s feasible.
> 2585548714655118;9:
> > 2535469671061034;8:
> > > 2585548714655118;7:
> > > > 2535469671061034;6:
> > > > To be honest, I haven’t really touched scripting in Halo 5, because like you said it takes awhile to get your head around it…
> > >
> > > I took the plunge a couple of months ago.
> > >
> > > Trying to come up with some game types to help smooth out the skill gap in our weekly custom nights (we have low Bronze up to mid-Diamonds).
> > >
> > > I had read of some of the difficulties with scripting but thought it would be good to get my toes wet - at the very least it should make learning Infinite’s scripting quicker.
> > >
> > > I have a simple script set up that handicaps scores by team - eg Green team starts off at 5 points… so we can choose teams and then give the weaker combinations a boost. I also have a script up and running that monitors your score and if you drift too far behind the leader you get a playing trait with shield boosts. And a third script that’s not working as well just yet - but you start off at 10 points and lose a point every 15 seconds - and if you don’t keep your score above zero you are ‘out of the game’ (you no longer register a score for a kill).
> >
> > That sounds like a fun complex project that you’re working on!
> >
> > I might try to get into Halo 5’s scripting, before Halo Infinite releases later this year!
> >
> > I have an idea for a somewhat competitive game mode that would be interested to see work in Halo 5, however I think it would need a little bit of scripting to work properly.
> >
> > I’ll for sure be getting into Halo Infinite’s scripting!
>
> I’m not an expert by any means… but feel free to PM me your idea and I’ll let you know if it’s feasible.
Alright, I’ll send you a PM about my game mode idea!
While the addition of AI would be great, the fully unlocked HEK (Halo Editing Kit) could accomplish AI encounters, new level data, new weapons/vehicles, and much more … meanwhile Forge is severely limited. I think we’ll have a better idea what to expect in Infinite when we see the tools for the MCC PC this year.
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Ive always wanted an AI in forge so I can quickly test spawns and other features in my maps. I dont always have people online who can help, and I dont want to plug in a controller everytime. Even if the AI just ran around in random patterns.
It would be cool to play custom games with some AI. Because people could make their own campaign and tell a story.
I would like big maps that are 2 times the size of warzone and have like 50 players custom game maps so we can make are own battle royals of peoples
have pelican that can shoot have all the past halo vehicles in forge like revenant and hornet and falcon have the vehicles they put in halo mcc on halo reach in forge in halo infinite have pieces of halo reach forge AI in forge
Forge world 2.0 have like 4 big forge maps to start with that’s so we can make big team battle maps and some twice the size of halo reach forge world!!
I was very disappointed with Halo Reach forge. Using Halo 3 as a comparison, the custom game settings available to you were quite limited. Some of this had to do with armor abilities being added, but most of my issues were on things that could have been added but just weren’t. You cannot make the same custom games that you could in halo 3 without the power ups like active camo. The only way of turning yourself completely invisible is to move very slowly, where as in Halo 3 you could customize it so a player had full active camo even if he was %200 speed or something. Even if you have the power-up version of active camo, the camo fades when you move, and I really feel like this should be customizable. If you have the ability of active camo, it’s even worse with everyone’s radar telling them that you are close with all the enemy red dots. This makes it impossible for fast zombies to be completely invisible, which was in a lot of Halo 3 custom games.
I remember I made an awesome custom game in halo 3 called Ninjanaut; everyone was on a team to kill the juggernaut who had overshields, full active camo, a huge movespeed boost and less gravity. Impossible to make in Reach. Don’t get me wrong, I loved the new forge map but it just didn’t feel the same as in Halo 3. I found myself going back to 3 and playing custom games there instead of Reach.
I would like to see more custom game options added in Infinite, and I can’t believe I need to say this but please add a matchmaking for custom games. I think forge firefight seems like a fantastic idea or the ability to add NPCs in forge, but I don’t know if that would stress the engine too much. I thought that was a fantastic idea before Reach came out. Imagine the possibilities.