I was browsing forge videos recently, and discovered someone who was able to duplicate objects in player mode, by setting an object’s respawn settings to “on disturbed” and presumably used scripting for the rest. Some interesting things to note are:
.Duplicates become invisible after 1024 copies.
.After 1959 copies have been made, anything with tags, including players, will not run properly (no grenades, invisible model, etc.)
I can see practical applications for this, like spawning more than 1600 total objects on a map, or, as I thought of today, a raycaster map that proceduraly generates. (“Rays” or volumes follow the player, detecting collisions with pre-made chunks in a map with objects that have different labels attached that correspond with different objects or items, these are “drawn” or cloned to form the level, and extraneous parts that need not be rendered currently, like what’s behind the player, are deleted. To procedurally generate, each chunk is assigned to one of 4 numbers in a randomized variable, which constantly runs, thus constantly generating and deleting the world) However, these ideas won’t work without the afformentioned cloning feature, does anybody know how it works? (Sorry for the long post)
You can’t actually do this. They scripted or numbered objects and used scripting mechanics to emulate ‘spawn duplication’ of the objects. You can emulate object spawning any number of ways, but essentially you have to force everything to despawn, and then create a mechanic that respawns it under whatever circumstantial conditions you’ve set.
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> You can’t actually do this. They scripted or numbered objects and used scripting mechanics to emulate ‘spawn duplication’ of the objects. You can emulate object spawning any number of ways, but essentially you have to force everything to despawn, and then create a mechanic that respawns it under whatever circumstantial conditions you’ve set.
By everything, do you mean the entire map, or the object you want to duplicate?
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> > 2533274831077797;2:
> > You can’t actually do this. They scripted or numbered objects and used scripting mechanics to emulate ‘spawn duplication’ of the objects. You can emulate object spawning any number of ways, but essentially you have to force everything to despawn, and then create a mechanic that respawns it under whatever circumstantial conditions you’ve set.
>
> By everything, do you mean the entire map, or the object you want to duplicate?
Disregard that last statement, the creator did mention in the description that he overloaded forge/the game to do this, if that helps. Here is the lazy link to the video:
Does this change the technique at all?I’ve done this with scripts on a map where you can blow up a bridge but the parts that were from the previous bridge will continue to exist while the bridge has already regenerated.
I did this by having a channel change it’s physics from phased to normal and adding a respawn timer. The bridge is over the void so the parts that do survive are outside the map and don’t disrupt anything.
Unless you have someone mashing a button you won’t flood the map or anything.
Never tried with just the disturbed setting though.
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> > > 2533274831077797;2:
> > > You can’t actually do this. They scripted or numbered objects and used scripting mechanics to emulate ‘spawn duplication’ of the objects. You can emulate object spawning any number of ways, but essentially you have to force everything to despawn, and then create a mechanic that respawns it under whatever circumstantial conditions you’ve set.
> >
> > By everything, do you mean the entire map, or the object you want to duplicate?
>
> Disregard that last statement, the creator did mention in the description that he overloaded forge/the game to do this, if that helps. Here is the lazy link to the video:
> Object Duplication (THE WORLD GEN) - 1,959 OBJECTS!! - YouTube
> Does this change the technique at all?
Ah, Stinger did this. He’s a pc modder, so there’s no telling really. He could have done it the way I mentioned, or messed with the game engine some other way to get those results. He’s my go to guy for all things extremely complicated in Forge.