What would you like in forge?

I figured somebody should research how to script loadouts back into a game so you could choose different loadouts based on the game situation. If this is possible in forge, I bet it would be a interesting game type/playlist.

What would anybody else like to see made in forge if possible?

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It would be relatively simple.

Have four object lists. Primary weapon. Secondary weapon. Equipment. Grenades.

Set up your script so that after spawning you can cycle through your loadouts by crouching. You would have a simple flag variable set to “false” and then intercept the on crouching event.

With each crouch advance your player’s pointer to n+1 and read the nth items in each object list (and giving them to the player).

As soon as you move off spawn or fire a weapon your loadout is done. The flag is set to “true” and crouching works as normally until your next spawn.

Obviously not as visually friendly as a pre-spawn selection screen.

But it could be set up to work pretty easily.

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Loadouts should have never left. 343 should have kept them out of standard MM, but kept them available for Customs and action sack modes. It was an objectively good feature.

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If you do embark on such a project… a quick tip.

Object lists in node graphs are numbered 1 to n.

But cycling pointers is traditionally 0 to n-1. Which makes sense in traditional programming because arrays start at item 0.

So, say you have 4 loadouts.

On each crouch you would cycle your pointer by adding 1, dividing by 4, and then saving the remainder; 0, 1, 2, 3, 0, 1 ,2 3…

But to access the item in the object list you need to add 1 again. You can simply string the value across from adding plus one to the pointer from before and plugging that into the “nth item in the list” node.

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I’m intrigued now.

I might have a go on Thursday (my next day off).

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Ahh yes, I have no idea what you are saying, but hey guys, this Spartan has learned the way of the Jedi… I would like to learn, Darwi, can you add me or give me your GT so I can ask you scripting questions. I’m still a beginner forge artist, with plenty of cool ideas, but I am still figuring things out.

My cousin and I have 3 maps in development that would be great for many game modes, if you’re down, we can make you a collaborator. But if you’re busy I totally understand, and am eager to learn in my free time.

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My GT is Darwi.

I am only just getting started on Forge - so do not profess any level of expertise.

I’m going to tackle a load out script tomorrow. If I can get it to work I’ll post it in this thread. Along with any life lessons learnt in the process. :slight_smile:

Happy to help with any (simple) scripting stuff. Don’t have time to collaborate, sorry. But happy to trouble shoot where I can.

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Yes I agree, it was nice how there were certain mixes of weapons and equipment and or abilities that made you a game changer for a specific game situation. Especially useful in BTB.

Idk if it’s possible in scripts till I learn it, but things like extra 2 nades at spawn or starting with 2 primary weapons, and definitely having an equipment that never ran out, put each different loadout perspectively like a different equipped Spartan, ie. Ranger/Recon spartan, Defending spartan, or a vehicle Spartan…

The new playlist Joint Ops has a similar feel to loadouts since your equipment and weapons are always there and don’t change till round over. Joint Ops has the feel of loadout Hunter and Stealth spartans. I figure if you enjoy Joint Ops, then you may enjoy a Loadout playlist/game type.

But again, can forge allow us to script in a choice for loadouts that we choose what’s in all my loadouts, cuz that was also a game winner if you had the best mix of weapons/equipment/ability

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Darwi, is there a limit to how many bookmarks of maps/prefabs/game modes? It seems I can’t access half of the 17 pages I bookmarked lol

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i would like to see a wider vehicle and scenery sandbox. i used to be able to weld a functioning pelican, phantom, and spirit using scenery bits with vehicles, but we cant do that now bc those are missing now. but more than that, i just think its just time to add those vehicles as functioning vehicles. they’ve been part of halo for decades and forgers have been making them since reach. ive gone on my long rant about needing new vehicles with new playstyles already so i’ll keep it short and stop here.

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Also for anyone making prefabs, has anyone tried making a tarp or sheet material blowing in the wind? That would be a cool useful concept to show wind animation like in a desert setting.

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It would be nice to have a downed pelican for a map like Valhalla, which was replaced with a downed saber that doesn’t work with cover so we’ll like the pelican since it was bigger

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oh bros, i just thought of something cool. not sure if theres already a way to do it but what about a gravity field mechanic. like im thinking of a huge map in space where you jump from planet to planet via grav launchers/lifts or just flying and fight ppl around different asteroids and mini planets (spheres basically) that you can jump to and around. creating weird angles and all kinds of upside downs. so the gravity field would be needed to retain you on the new piece of ground after leaving the old one.

could also be used other ways but im mostly thinking of spacewalks and walking on walls/upside down.

to help paint the picture in your minds, think like super mario galaxy.

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There’s a map called meteor that may give you a concept of how big a rock would need to be to have a battle on. Personally I doubt there’s enough space on the canvas to make big enough rocks, but I like the idea, it may be possible if you had like 3 separate mini moons in mancannon jump distance. I like the creative ideas.

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I don’t think there is a limit.

But there is definitely as issue with bookmarks. I couldn’t access any of mine for custom games last night - it kept saying “nothing found”.

But there are still clearly there on Waypoint.

Hopefully it’s something that gets a fix soon.

That would be quite a script.

But probably a bridge (or blanket) too far.

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I would like to see some Covenant assets from both 343 and the community. I know the Covenant didn’t play a role in Infinite, but they have a long history with the franchise and we could use those assets for remakes of maps like Midship & Snowbound. At least we have a decent number of scalable rounded objects, including spheres, rings, curved walls, and cones that could be applied to Covenant maps and prefabs. I’m trying to do my part- I just added a Covenant sniper nest / Watchtower over the weekend.

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Since their already in some multiplayer maps and were already in the campaign. It would be really nice to see the damaged/destroyed Scorpion and Warthog added into Forge. Nice to see the Bumblebee escape pod added. Very little things but the addition of the UNSC marine helmets, boots and chest plate to objects would be a cool addition as well. Everything I listed is already ingame/made so should be easy additions.

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Offline Forging so that we don’t have to save every couple minutes because of these half baked servers 343 won’t fix a year after launch.

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This. I second this. This should’ve been implemented from the start.

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@x_BL0WBACK

Ok. I had a chance to muck around with some scripts last night.

Here is a prototype for how you could do Load Outs. Essentially after spawning you have 8 seconds to choose a load out. You cycle through the possible load outs by crouching.

A video that shows the script in action and then the key parts…

https://www.youtube.com/watch?v=OPREnP6yi5M

I don’t know why you drop the assault rifle on the first spawn. Maybe that is just a Forge test mode thing. You probably need to set the player’s first loadout On Game Start - or at least set the weapons not to drop there.

Anyway… the script is in the second part of the video.


Slide 1

Declares variables.

“pointer” is which loadout the player currently has selected. I’ve only set up four load outs, so it needs to be a value of 0 to 3.

“choosing” is a timer value for choosing your loadout. If this value is greater than zero then crouching will change your load out.

“hide” is a trait setting that stops you dropping your weapon. Otherwise you would drop each weapon on changing loadouts.

“drop” is a trait setting that sets weapon dropping back to normal.


Slide 2

On player spawned your “choosing” variable is changed to 80. This gives you about 8 seconds to choose a load out (it counts down every 0.1 seconds).

And then it triggers the custom event that equips your current load out (in slide 5).


Slide 3

Is the countdown event.

Every 0.1 seconds it grabs a list of all the players and then cycles through them.

In column 3 it grabs the player’s “choosing” variable and only continues if this is greater than zero.

Column 4 decreases choosing by 1 and saves the new value.

Column 5 and 6 check to see if “choosing” is now zero (ie. finished) - and set the player’s weapon dropping behaviour back to normal.


Slide 4

Waits for the player to crouch.

Column 2 checks if the player is standing back up (is crouching is false).

Column 3 checks the player is in the state of choosing a load out (the variable "choosing is greater than zero).

Column 4 takes the player’s “pointer”, adds 1, divides by 4, and keeps the remainder. This means that is cycles on each crouch; 0, 1, 2, 3, 0, 1, …

And finally we trigger the custom event.


Slide 5

The custom event that equips your load out. It’s called from On Spawn (slide 1) and from On Crouch (slide 4).

First it applies the trait that prevents weapon dropping.

Then Columns 3, 4, and 5 are essentially a set up to check if “pointer” is equal to 0, 1, 2, or 3.

Column 5 sets the primary weapon according to the value of “pointer”.

You could continue those lines to set up each player with a secondary weapon, grenades, equipment, and any other trait you needed (eg. speed, jumping, shields, etc).

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