Official Forge Feedback Thread

As I finished that last one, I also realized that I’d love to have an option somewhere to switch which canvas the map is built on without needing to prefab the entire map and import it into a new map file. Since prefabs are used in scripting as a means to script more than one object at once, prefabbing the entire map can break scripts pretty badly with some extremely tedious work involved to fix it. So changing canvas is very tedious right now. Given that more canvases are on the way, we Forgers might want to change our maps over to one of those in the future. At that time it would be nice to have a means of doing so.

I imagine this will introduce weird things with reflection volumes as they will still store reflection layers snapshotted from the previous canvas. But we can clear those by re-baking the lighting and may even be able to use that to our advantage to make weird mind bending stuff like seeing the world as a lush swampland through a temporal mirror while playing on a desert biome map. Like a Forerunner mirror that shows the world for what it was before the Flood came, or before it was effectively glassed as some kind of memorial.

2 Likes

Some of this has been hinted at I’m other comments but I feel reiterating it may demonstrate popularity for this request and perhaps result in reprioritization:

  • scripting access to detailed weapon traits. Ie. change the firing rate of a weapon, the clip size, the bullet spread and bloom, etc.

  • scripting access to detailed vehicle traits. Change their acceleration, top speed, grip, center of gravity, etc.

-scripting access to detailed equipment properties. Health of shield, range of grapple, thruster boost amount, repulsor repulse amount (including negative values to suck players, items in), etc.

  • Open game modes that don’t rely on score to allow for custom win conditions that can already be programmed in Forge (would help scripters create race modes, platformer games, adventure games, detective games, photography games, economy sim games, etc)

Thanks for all your hard work 343!

4 Likes

We need a way to slow down camera movement in Machinima mode- it’s way too fast.

the rotation seems to need some work on Xbox version. Often I’m trying to simply rotate and it adjusts roll and yaw or vis-a-vis. For dynamic objects, adjusting the numbers in object menu doesn’t actually do anything to affect the object rotation.

The result is a lot of dynamic objects I have to just delete and re-add hoping the rotation is more in line with my goal. This was really a problem as I placed items, gameplay elements, weapons and spawns.

With all objects, I just wish I could more easily rotate on one axis as usually I’m trying to rotate a wall 90 degrees and on Xbox it ends up messing up the roll and yaw. It seems to be much easier to rotate a single specified axis on mouse and keyboard.

I’d like to recommend the default for all objects, in regard to “color spread” be set to 0 instead of 30.
Aside from it not working correctly when you view the map in custom games (it seems to revert back to 30, causing things to look wrong)
it makes no sense for me to pick a color and not have it look like the color I picked, due to the color spread.

For example:
I want to have a forerunner emissive textured block be red. I have to turn color spread to 0 otherwise, I do not get red, I get yellow.

Color spread, to me, generally looks terrible on most textures it is used with as soon as you want to apply a non-default color to it.

3 Likes

Can we get the upgraded campaign variants of the equipment in forge? It’d be really nice to have the grapple-punch as an equivalent to Halo 5’s shoulder-charge and ground-pound.

2 Likes
  • I would like to see the lighting pieces get the “lens flare” option back that it had in Halo 5. It was significant for making things noticeable and also giving the maps life.

  • I would like to be able to change the color of glass.

  • I would like to be able to change the color of “boundaries” set to show, like in Halo 5.

  • Covenant themed pieces

  • Classic Covenant vehicles and weapons (non Banished)

5 Likes

Suggestion for Named Location Volumes:

Split the adjectives and nouns into different labels, so we can separately select, say, “Blue” and “Nest.” Since I’m guessing creating our own names is, understandably, out of the question, this would help give us more options without making the list of names unmanageable.

2 Likes

I apologize if some of these things have been posted on this thread already, but these are some things I’d like to see added to Forge.

  1. The ability to use all textures on all regions of all objects (with custom texture support). For example: on the primitive blocks, regions 1 and 3 get all textures, but region 2 only gets some textures right now (this may be a bug, IDK)
  2. The ability to rotate textures on object faces. Currently if you want your textures to line up between multiple objects, you need to rotate the whole object, which means resizing that object as well, and possibly adjusting the position of that object. Rotating the textures would simplify this process.
  3. Household props. Stuff like sofas, desks, kitchen utensils, individual foods and drinks, antiques and modern furniture, etc. We should get as many household props as possible.
  4. More traits for scripting. Examples include: Assassination Immunity, Completely disabling the drop weapon button, Ability to mark in FFA, etc.
  5. Interactable doors and ladders of multiple sizes.
6 Likes

I figured out how to Undo, it is ctrl Z as it should be. It is super broken though, very inconsistent whether it does anything at all and often when it does it doesn’t actually undo what you’ve done it just breaks what you’ve done further. Problem seems to be made worse the more objects you have selected.

Wishlist: Scripting Nodes & Node Graph functionality
Suggestions:

Player input triggers (on key press/down/up/etc.)
Reason:

  • This one feature gives players/forgers so much more customization for game types and creativity
  • Quality of life

Use case:

  • simplify scripting for users
  • enables more customization for triggers/game type/logic possibilities

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Allow players to have the node properties window open while selecting other nodes
Reason:

  • Quality of life

Use case:

  • reduce the amount of steps it takes to make edits
  • reduce the time it takes to make edits
  • improves quality of experience for user

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Allow players to open the node properties window on double clicking node
Reason:

  • Quality of life

Use case:

  • reduce the amount of steps it takes to make edits
  • reduce the time it takes to make edits
  • improves quality of experience for user

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Allow timer Every n seconds to be shared with multiple events. We shouldn’t have to create (n) separate clocks if they all require the same amount of time.
Reason:

  • Less calculations
  • Lower budget
  • Improve performance
  • Quality of life

Use case:

  • share a single clock (timer) to invoke multiple events it is connected to

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Make nodes in Global Log selectable
Reason:

  • Improve debugging efficiency (especially when working with large/complex scripts)
  • Quality of life

Use case:

  • clicking node within the global log will bring the player to that node within the brain script and become selected

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Allow brain script to run even if there are isolated nodes inside it
Reason:
You should not be prevented from running the script just because there are isolated nodes in the script. (i.e. if I clear all connections, it shouldn’t be relevant)
Improve debugging efficiency (especially when working with large/complex scripts)
Quality of life
Use case:
As a user, I want to be able to keep isolated nodes in my brain script and still be able to execute the script, so that I can make short quick tests for debugging and comparison testing
For quick testing purposes

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Highlight a node’s direct connections on node selected
Reason:
When a node is selected its connections should also be highlighted, so you can quickly parse complex scripts and more easily debug.
Use case:
reduce the time it takes debug errors
improves quality of experience for user

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Nodes:
AUDIO

  • Play 3d audio for specific player(s)

BOTS

  • Remove Bots on Team
  • On Vehicle weapon fired
  • Adjust bot difficulty

EVENTS

  • On Touched (i.e. when object collides with specific object(s): do x)
  • On Vehicle weapon fired
  • On Grapple (returns who is grappling and what object they are grappled to, as well as the vector 3 where it attached )
  • On Object Collision
  • On Object Despawned

EVENTS CUSTOM

  • Vector Input/Output for Custom Events - The ability to pass vectors into Custom Events. This would greatly improve the effectiveness of recursive events by allowing us to pass a total of 4 Numbers instead of the 1 Number we are currently limited to. Alternatively, a set of Custom Events which can take different variable types.
  • Trigger overtime/sudden death

EVENTS INVENTORY

  • On Grenade Stuck Player
  • On Grenade Stuck Wall/Floor (then do x, and get the vector 3 of where it stuck)
  • On Grenade Throw - include the actual grenade object and not just the type

EVENTS PLAYERS

  • On Player Damaged (returns who is damaged and the damage source)
  • On Player Shield/Health Begins Regeneration
  • On Player Jumped
  • On Player Fire Weapon
  • On Player Melee (player who is hitting)
  • On Player Meleed (player who was hit)
  • On Player Collision
  • Break Player Grapple (Set Is Grappling to false)

GAME MODE

  • On Overtime/Sudden Death Start
  • On Objective Complete
  • Get/Adjust Objective Reset Time
  • On Medal Acquired

PLAYERS

  • Get Is Reloading
  • Get Number of Players on Team
  • For Each Team
  • Get Is Holding Flag/Oddball
  • Reduce Max Shields
  • Reduce Max Health
  • Set Current Shields
  • Set Current Health
  • Get player look at position/Get point of first collision
  • Set Player Object (into non-player models)

INVENTORY

  • Get weapon mode

LOGIC

  • CONDITION INTERRUPT - a Boolean for events that will allow the event execution nodes to override the previous execution in progress.

  • Flow control:

  • Do Once
    
  • Do N
    
  • Flipflop
    
  • Sequence
    
  • Basically everything in here: https://docs.unrealengine.com/4.27/enUS/ProgrammingAndScripting/Blueprints/UserGuide/FlowControl/
    

MATH

  • Delta time
  • Exponent
  • Get Rotation from Vector

OBJECTS

  • Swap Grenade With Weapon Projectile/Equipment
  • Get/Set Object Team (2 nodes)
  • Get/Set Object interactable on/off (2 nodes)
  • Get Is In Range
  • Change light color and other light properties
  • Disable light (without despawning it so we can easily turn off lights that have models that would disappear if you despawned the light)
  • Heal / Repair Destructible Object
  • Get Is Object in LOS (being able to raycast or check if there is something that would block motion or vision to a location or object would be amazing useful)
  • Set Detected for player (with option to set which team detects the player)
  • Shuffle List
  • Empty/clear list
  • Add Objects from Folder to Object List
  • Like Halo 5’s [label add], but instead adds objects from a specific folder
  • Get/Adjust Spawn Order
  • Get/Adjust physics of object
  • Get parent in prefab
  • Get/Set Object Swatch/Scratch/Color (2-6 nodes)
  • Get/Set Object Mass (2 nodes)
  • Get/Set Object Health
  • Damage Object
  • Heal Object
  • Skybox/map settings manipulation nodes (Multiple nodes)

OBJECTS TRANSFORM

  • Get/Set Player Camera Position/Rotation (2 nodes)
  • Set/lock/unlock player aiming vector
  • Get/Set Player Scale (2 nodes)
  • Get/Set Object Scale (2 nodes)
  • Swap grenade with object (at vector3)
  • Swap grenade with weapon projectile/equipment
  • Swap weapon projectile with grenade/equipment
  • Swap vehicle projectile with weapon projectile/equipment, or grenade/equipment
  • custom weapon projectile with adjustable properties (explosion on/off, radius of explosion, falloff, trajectory, bounciness, willStickToObject, etc.) Alternatively just make these individual Traits
  • Attach Object
  • Rotate Around Point (provided a point to revolve, the origin point, and a rotation and returns the point revolved around the origin)

TRAITS

  • Apply Trait to Object (not just players)
  • Get traits of player(s)
  • Trait: Cannot be kicked from vehicle
  • Trait: Cannot leave vehicle
  • Trait: SFX - Turn Off Low Shields/Health Sound FX (this SFX seems to go on forever and can make any game mode with non recharging shields obnoxious to play)
  • Trait: Disable Player Outline
  • Trait: Disable Player Melee
  • Trait: VFX - Shield Emitter enabled/disabled
  • Trait: Object Gravity
  • Trait: Back smack protection
  • Trait: Prevent equipment usage
  • Trait: Outline opacity
  • Trait: No hud (heads up display)
  • Trait: Forward/Backward movement speed and Trait: Strafing Speed - In game types, we can modify Base Movement speed, Strafing speed and Forward-Backward speed. Via traits, we can only modify Base Movement speed. It’d be helpful to have access to all of them via scripts
  • Trait: Weapon Fire Rate
  • Trait: Weapon Charge Time
  • Trait: Screen FX
  • Trait: Weapon visible
  • Trait: Crosshair Visible
  • Trait: Aim down sights speed
  • Trait: Toggle aim assist
  • Global explosion radius scalar
  • Adjustment to damage resist trait to add a melee damage scalar -

UI

  • Push/Clear splash for team (2 nodes)

  • Set objective banner for team

  • Add more generic strings for UI nodes:

      Deploy
      Deploying
      Equipment
      Error
      Far
      Invalid
      Mark
      Near
      Seconds
      Select
      Selected
      Selection
      Selections
      Spawn
      Spawns
      Use
      Valid
      % A literal percent sign as a string.
      $ A literal dollar sign as a string.
    
  • Just a few more options for UI Message templates:

      [Player] is [String 1]
      [String 1] is [String 2]
      [String 1] are [String 2]
      [B] UI Message:
      [X]%
      [X]/[Y]%
      [X] [String 1] Remain - Without the / [Y]
    
  • Example Usage Justification:

      Use the Equipment
      Select the Spawn
      Player is Selected
      Enemies are Near
      Spawn Selected
      Deploying Player
      Player is Far
      Deploy Equipment
      X Seconds remain
      X/Y Selections
      Invalid Selection
      Selection Valid
      X % 
    

VARIABLES BASIC

  • Number - Ability to pass in a value to the [Number] node. We can do it with a [Vector3], why not with a [Number] node?

Nodegraph functionality changes:

  • Ability to reroute/change type/color of, connection lines to avoid spaghetti code
  • Make the line between diamond points on nodes a different color &
  • Groups/comment blocks
  • Rendering the nodegraph in native res and disabling anti aliasing for it
  • Adjustment to damage resist trait to add a melee damage scalar
  • Adjustment to bot difficulty nodes, split into aim and movement like training mode
  • More strings, particularly names of modes/weapons/vehicles/equipment etc. (if it’s in the sandbox I want to be able to print it to a splash)
  • Request for trait list manipulation and observation functionality to be the same as object lists. (Multiple nodes)
  • Ability to use objects dynamically obtained via scripts as the source of an area monitor or event
  • Move Object to Point and other similar nodes should not stall execution of nodes after it
  • The execution pin should be able to take in multiple connections (so you could branch then merge the branches again later to easily allow for optionally executed code without making a trigger.
  • Ability to move/rotate/set velocity all objects in prefab simultaneously with scripting
  • All list declarations should expand dynamically to allow for any # of items

============================================
Wishlist - Forge Features & Functionality
Suggestions:

Ability to manipulate normal objects’ properties (mass/weight, gravity, inertia, velocity, etc.)
Reason:

  • To enable users for a more precise placement/manipulation of objects and a more efficient /better experience for the user
  • Quality of Life

Use Case:

  • To customize how much dmg a player will receive on impact
  • To customize how bouncy, heavy/light, forceful an object is and how it affects other objects on collision
  • Dodgeball (with a variety of objects - a sandwich, misc. toys, etc.)
  • Mario Party Bumper balls
  • Pinball

============================================
Allow players to use their camera as an object to manipulate the positional/rotational data
Reason:

  • This one feature gives players/forgers so much more customization for game types and creativity

Use case:

  • custom minigames which require an “out of body experience”
  • control a turret or some other remote device
  • cutscenes
  • “playable RC cars” or mini figures
  • playable chess/checkers pieces

============================================
Allow players to set player models
Reason:

  • This one feature gives players/forgers so much more customization for game types and creativity

Use case:

  • Prophunt
  • “Mario Party-like minigames”
  • “Robot Wars”/ mechs with selectable attachments
  • Asymmetrical game types play as combination of objects/npcs.

============================================
Allow players to place enemy models from campaign
Reason:

  • This one feature gives players/forgers so much more customization for game types and creativity

Use case:

  • more variety for bots/npcs
  • PVE gametypes: bosses/minibosses/etc.

============================================
Print variable names and/or object references associated with values being printed to killfeed
Reason:

  • To more easily parse data being printed on screen, leading an improved/more efficient experience
  • To debug, rather than just having a stream of seperate vector 3s, it would be nice to know what the vector 3’s are associated with

Use case:

  • Debugging when printing multiple vectors/numbers/strings/etc. to the player’s screen

============================================
Optional Viewports (Orthographic views)
Reason:

  • To enable users for a more precise placement/manipulation of objects and a more efficient /better experience for the user
  • Quality of Life

Use Case:

  • precision layout
  • for scale reference

============================================
Placeable 3d grid always centered on the player
Reason:

  • To enable users for a more precise placement/manipulation of objects and a more efficient /better experience for the user
  • To visualize our math outputs for object placements/work in progress math solutions (when working with vectors for example)
  • Quality of Life

Use Case:

  • precision layout
  • for scale reference

============================================
Select the last map you worked on by default when you return to the Forge screen
Reason:

  • You shouldn’t have to open Maps > my files > my map > select version, as more often than not, you want to return to your map you last worked on.
  • Quality of Life

Use Case:

  • quickly return to your last map you worked on (less steps needed)

============================================
The Sun/skybox/time of day should be scriptable
Reason:

  • This one feature gives players/forgers so much more customization for game types and creativity

Use case:

  • custom minigames which require a time of day day/night change based on team player death (i.e. vampires vs hunters - when vampires kill becomes 1 increment closer to night, and vise versa )

============================================

Features & Functionality:

  • A search functionality in the objects menu (Too many times I know the object name but forget which folders its under, or I want to search for similar things)
  • Deeper limit for nested folders in the folders menu
  • Ability to hide/show an object from its properties or with a hotkey while having it selected / looking at it. Only being able to do this from the folders menu is a bit odd and time consuming.
  • Shrink the selectors for plane-grabbing vs axis-grabbing. Often I want to move/scale an object on one axis and I accidently change two, it can be hard to see and many view angles make it impossible to grab a single one.
  • Boundaries and glass and such should not obscure the axis selector thing used to move/rotate/scale and object
  • All letters, proper UNSC decals scalable
  • If nodegraph fails to build due to a particular node, highlight that node when inspecting the affected brain’s node graph.
  • X should be quick open AND close object menu.
  • Pressing X, then B, then X again is a bit of a hassle especially when the simple brain just wants the menu to go away or come back.
  • Allow multiple players to edit nodegraph simultaneously. Even if its just on different brains.

============================================
Wishlist - Forge Objects
Suggestions:

Water plane
Reason:

  • This one placeable object gives players/forgers so much more customization for game types and creativity

Use Case:

  • partial underwater sections
  • multiple water sources
  • manmade river/canal between structures
  • pool
  • fountain

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“inverted player/object blockers” (i.e. an arena where they player cannot leave - including a circle, and other shapes)
Reason:

  • This one placeable object gives players/forgers so much more customization for game types and creativity
  • Lower budget - It drastically reduces the amount of objects and memory needed to accomplish this goal

Use Case:

  • Circular arena
  • Square/rectangle shaped arena
  • A “sports goal/basket”

======================================
dynamic objects where we have full control over their dimensions (not just selecting from a small pool of premade sizes)
Reason:

  • This one placeable object gives players/forgers so much more customization for game types and creativity
  • Lower budget
  • Improve performance
  • Quality of life

Use Case:

  • Circular arena
  • Square/rectangle shaped arena
  • A “sports goal/basket”

======================================

Objects:

  • A sign which can display arbitrary text which can be set via properties or scripting
  • A piece for when two ramps meet at an angle (current there are some pieces, but they don’t work for most slope degrees or angles the slopes meet at)
  • Right triangle whose sides can be scaled arbitrarily (currently there is a right triangle but it will always be a 45-45-90 triangle and its sides have to scale uniformly basically)
  • Primitive rings with varying inner diameter (current rings are very thick and hard to use for most things, I end up using curved walls usually)
  • Destructible glass
  • Curved fences
  • Curved glass
  • Rocks with materials that can be changed
  • More types of rugged terrain
  • Even larger fires / smoke / fog FX (or ability to scale existing FX)
  • Household furniture (toilets, ovens, couches, recliners, wardrobes, etc.)
  • Primitive stairs (or some equivalents to the UNSC stairs that are more solid and less stylized)
  • A cutter volume for volumetric fog (to define areas in which fog should not be in)
  • A cutter volume for screen fx like rain (to define what areas the screen fx should not be applied in)
  • More varieties of civilian vehicles
  • The “Fists” weapon from the tutorial
  • so that we can make players be barehanded without it behaving and looking funky
  • Pelican closed/open and associated gubbins (fx landing gear etc.) like h5
  • gravity volume - for scaling gravity for all dynamic objects in select areas of the map
  • Chroma block (no collision, no texture)
  • Sun and Moon (which can affect lighting)
4 Likes

It would be nice if we could have more than 8 bots spawned on one team specifically, at least like 12 or so would be fine and more than enough with how smart they are

1 Like

Components (Pre-Fabs)
This idea is borrowed from the UI design app Figma, but If this was possible, it could be one of the most powerful features of Forge too.
Say you make a Pre-Fab that you think is nearly perfect, duplicate it about 50 times (or more) around your map, and then realize it could really use some updated textures or some additional objects. This would take a large amount of time to update each Pre-Fab currently. Imagine if instead, you could update a master Pre-Fab, and then push those changes to all instances of that Pre-Fab around your map.

Simple Equations in Value Fields
I find it really helpful to have a calculator handy when Forging.
What would be even better is when prompted to enter a value into a field, you could write simple math equations that would automatically calculate when submitting them.
*Example: you want to fill a 248’ space with 4 equally sized blocks, so when entering in the value you type in 248/4 and after submitting the size field is filled with the value of 62.

2 Likes

Been using Forge a lot lately! Loving it so far. Seriously, everyone at 343 deserves a medal with this iteration of Forge. Here are some suggestions I have, I’ll try my best to not repeat some of the others here:

Forge Menu (Object Properties):

  • Change input “step” in Position from 0.1 to whatever the Movement snap is
  • Change input “step” in Rotation from 0.1 to whatever the Rotation snap is
  • Change input “step” in Size from 0.1 to whatever the Scaling snap is
  • Change minimum size from 0.5 to 0.1
  • Allow moving/rotating/sizing texture swatch
  • I noticed the inputs for Position/Rotation/Scaling actually do allow more than 2 decimals and actually works, but the display always rounds to 2 decimals. I’d like to see this changed to display more than 2 decimals, I’ve only been using up to 3 so far, so anything more than that is probably excessive.
  • More color customization (I would love to be able to enter a hex or RGB value)
  • Add an option “Make Default” so that any of the same object placed has the same settings (specific to the map you’re working on)

More Objects:

  • Lights (more specifically, I’d like to see some lanterns and torches)
  • I’d love to see some sort of triangle object where I can actually input its angle. We’re currently stuck with using either an angled floor/wall to achieve a 90 degree triangle, or there is the triangles in primitives which is an isosceles triangle. If this is not possible, at least add more than just the isosceles.
  • Literally have fun with whatever else you guys come up with

Controls:

  • Customize key bindings
  • Ability to move/rotate/size objects on mouse and keyboard via key bindings (I absolutely hate that I am forced to do this by clicking and dragging an axis)

Gameplay:

  • Ability to change an object’s Rotation Pivot to one of its magnets
  • Magnets are currently a bit clunky when trying to snap to a specific point. It usually wants to snap to some other point I don’t at all intend to snap to. It seems to at least attempt to make a better guess which point you want to snap to if your crosshair is on the point you want to snap, but it doesn’t every time. I think if I am looking directly at a point then it should snap there every time.
  • Allow offline play
1 Like

I think the items on the object browser can be organized better. For example, the weapons are organized in alphabetical order, but the problem with that is that is that a weapon and it’s variant are apart from each other. For example, the Mk50 Sidekick is where the M’s are and the Striker Sidekick is where the S’s are. The weapon and it’s variant should be next to each other.

This also applies to plenty of other folders in the object browser.

1 Like

Havn’t read anything above :grinning:
But here are my notes so far:

  • A 90° triangle (Primitive) is missing.

  • Some object can’t be colored, and I don’t really understand why (Glass for example)

  • If you add a visible area/boundary to an object (Script brain), it can’t be colored

  • It would be awesome if we could rotate Objects during preview (Right stick is currently unused)

  • It would be nice if terrain and rock styles would be handled as “textures” or colors, so we can easily switch e.g. from Glacier to Tidal etc.

  • Adding “grime” like Moss or frost to Rocks would also be awesome

  • No pelican Props :frowning: :frowning: :frowning:

  • There are no settings to change the trajectory of the Brute Gravity Lift (NOT the man canons)

  • Gravity manipulating volumes are missing

  • Magnetism sometimes won’t detect a counterpart to grab (often)

  • When you scroll through the object browser, I would prefer if only 1 list element could be expanded. If you expand another one, the rest should minify again. Otherwise, the list becomes longer and longer, and you have to scroll quite a lot.

  • Currently, you can only change colors of multiple objects of the exact same type. In theory, I understand the logic behind it. But in reality, it seems like 2 different objects can offer the exact same coloring options, but can’t be colored simultaneously. Doesn’t make much sense to me.

  • Creating smooth but interesting terrain is an absolute mess. You need a lot of elements for it.
    My biggest dream would be some sort of “brush” to raise or lower details of a terrain piece.

  • While I’m at it: Brushes to paint Grass or Paths on terrain would also be an out-of-this-world feature.

  • I would still love to see a “vector based” boundary system. Currently, you can still only chose between square and cylinder, which isn’t very organic. It would be a better system, if we could set some “pins” on our own. Basically like working with paths or the lasso tool in Photoshop.

  • Scripting seems like a mess to me. Haven’t done much, yet, but in Halo 5 a lot. I’m really struggling to find the Nodes I need.

3 Likes

While there are no 90° triangles in the primitives set, there are functional analogs within the walls and floors subsets of the Halo design catagory.

Please fix the search function on the content browser. Currently, you cannot search multiple words at once, and descriptions are not searchable, so my Chill Out remake “Cold Creation” does not come up when you search “Chill” even though “chill” is the first word in the map description.

Some more after another 100 hours or so forging. None are particularly game breaking, just pain points

  • Placing glass pieces is difficult. The Outline or whole glass piece should highlight when placing as it’s unclear at times whether it’s on your boundary
  • Rounded glass pieces would save a lot of time. Had a few areas on plaza where I’ve had to use dozens of glass pieces and increment by a few degrees each time
  • As above but for other pieces. Trying to add a rounded awning on my map is a pain. Using multiple pieces incremented works but causing stuttery frame rate
  • Single colour Halo design set pieces. Having to change the colour of both Regions to the same every time is slow
  • Reflection volumes when removed still maintain the reflection when rebuilt. I’ve a floor that is rough concrete that looks like it’s made of reflective metal
  • An on Weapon fired node would open up the game to an incredible amount of mini games
  • Someone has created an On player jumped event. Could this be replicated as a Node event?
  • I may have mentioned it previously but ability to combine non campaign weapon variants easily in the node graph. I just want to use a stalker with a regular sidekicks ammo and not the Striker sidekick.
  • A toggle for blocker visibility
  • Prefabs when using object rotation just get muddled. Should always default to world rotation.
  • The straight pipes and some UNSC objects can’t be scaled correctly. The just remain at the same size
  • Nav meshes sometimes don’t generate correctly in Flora and mild elevated regions
  • Nav mesh won’t create jump spots above a certain height even if clamerable
  • Colour spreading to 0 should be the default, however even when set it resets in game
  • The ability to set a Window Facade object to illuminated would be a great touch. Can sort of replicate it using emissive or clever lighting but would prefer it this way

Again I may have more but these are in addition to the ones I already posted

3 Likes

Co-op viewable and editable Brain Scripting (i.e. pair programming)
Reason:

  • To allow cooperative debugging/scripting (i.e. pair programming)
  • Quality of Life

Use Case:

  • co-op scripting/debugging (i.e. pair programming)
  • brain storming scripting ideas together
1 Like