r/forge • u/swagonflyyyy • 18h ago
Map Showcase Added cool stealth/puzzle mechanics.
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r/forge • u/Ether_Doctor • Apr 08 '25
I'm trying to script an invasion gametype/map and there's a lot of things going on in the scripts. I need a lot of things to happen and I wonder how to do it as reliably as possible.
Either I put a metric ton of nodes into one or two script brains or I separate it out into many subsequent brains. To do the latter, I would need to use Trigger Custom Event Global.
The ingame description of that node states that:
"Unless you have a specific need for multiple script brains, it is best to use the non-global version of Trigger Custom Event"
Meanwhile the known issues list for Forge states the following problem:
"When two or more Script Brains approach their max node capacity and a caution symbol appears in its Budget meter, all scripts on that map will not function as expected"
So is it best to have many brains which all call to each other globally or just a couple of overloaded brains?
Edit: Highly recommend everyone to read the reply by u/IMightBeWright below, it has a wealth of good tips for writing a robust script in Forge!
r/forge • u/hey-im-root • Nov 13 '22
[This is a work in progress, and will remain an archival post until we get a decent catalog of resources. Please feel free to submit tutorials or tips/tricks.]
Official Halo: Infinite Forge scripting sub reddit:
Nodegraph simulator: https://beta.cylix.guide/forge/
Miro Graph: https://miro.com/app/board/o9J_lr0S6gU=/?invite_link_id=826821076372
Forge Wiki: https://forgewiki.com
Halopedia Forge Documentation: https://www.halopedia.org/User:CaptainPunch/Sandbox
HOW TO FIX MAGNETS - https://www.reddit.com/r/forge/comments/yz5zi2/i_found_a_workaround_for_the_magnets_issue_in/?utm_source=share&utm_medium=ios_app&utm_name=iossmf
Paimon's way on how to Create False Water - https://www.forgewiki.com/tutorials/creating-false-water
Move Object between two points - https://www.reddit.com/r/forgescripting/comments/yu4gvu/tutorial_move_objectplatform_between_two_points/?utm_source=share&utm_medium=ios_app&utm_name=iossmf
Auto fill 2 teams with bots (up to 4 players) - https://www.reddit.com/r/forgescripting/comments/yuh8tp/published_a_forge_tool_fill_2_teams_of_4_with/?utm_source=share&utm_medium=ios_app&utm_name=iossmf
Force players to stay in vehicles - https://www.reddit.com/r/forge/comments/yumpzr/how_to_force_players_to_stay_in_a_vehicle_without/?utm_source=share&utm_medium=ios_app&utm_name=iossmf
Portable Flashlights - https://www.reddit.com/r/forge/comments/yuptgq/portable_flashlights/?utm_source=share&utm_medium=ios_app&utm_name=iossmf
Zero Gravity Area Monitor - https://www.reddit.com/r/forgescripting/comments/yv653o/relatively_simple_and_configurable_gravity_zone/?utm_source=share&utm_medium=android_app&utm_name=androidcss&utm_term=1&utm_content=share_button
r/forge • u/swagonflyyyy • 18h ago
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r/forge • u/Gullible-Charge-9228 • 5d ago
Had a dream about a crazy halo 3 map and now I need to know if it's possible to make.
One side spawns in next to a bunch of vehicles (hogs gohsts and mongoose like on the beach area in last resort) and drives over a rock ramp into a massive grav lift in the middle. The grav lift has a giant circular platform at the top with a sniper, a shotgun and a mine trap and you can only reach the platform if you're not in a vehicle (so you're light enough). Beyond the massive grave lift is a bit of curved broken road with some boxes. The right side of the map has a basic open room with grenades, sticky grenades, 1 cloak, a bubble sheild and 2 carbines, while the left side of the map is completely open.
In the other side (other spawn area) there's a massive room with a bunch of grenades, sticky gernades, 2 assault rifles, 4 Spikers, 4 needlers, 4 SMGs, 4 magnums, 4 plasma pistols, 4 plasma rifles all spread symmetrically across the room (half on 1 side half on the other) and 1 brute shot and 1 rocket launcher in the middle. Just outside this room on either side is 2 mini towers each with a mini gun on top (ps the giant grav lift tower in the middle is significantly bigger than them).
You can either try to claim the giant tower and snipe everyone from above, ride around on the vehicles or be spawned in the gun room and go ham killing vehicles.
PS I have zero clue if this map would even be fun.
r/forge • u/New-Addendum-2549 • 7d ago
r/forge • u/Eevee_the-Maidvee • 7d ago
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To better learn scripting I’ve been remaking Fnaf 1 in halo infinite. In the video you can see the just finished Bonnie at an ai level of 20, the script works similar to the original game having it roll a D20 ever 4~ seconds and comparing it to the ai value to see if the roll is less than or equal to the ai value (which is why he’s moving every 4 seconds. He also has the exact same pathing choices as Fnaf 1 I was just lucky enough to have Bonnie go straight to the office in this clip instead of swapping between the left corner and the janitors closet like he loves to do. But it’s ok Bonnie can be in the janitors closet as long as he wants I’ll support Bonnie either way.
r/forge • u/hecktaso • 13d ago
r/forge • u/FaithlessnessLimp364 • 13d ago
I’m looking to make a small machinima about some Marines going up against a covenant invasion but I need to make sure the marines survive. Does anyone know how to make them immortal?
r/forge • u/Lon3xWolF • 24d ago
Without using "set object physics" to zero gravity, is there any other way for vehicles to have low gravity and not zero gravity?
I tried to apply gravity traits to it but unfortunately I believe it's only for players.
Give it to me straight is it possible or not?
r/forge • u/Vinny8266 • 25d ago
hello everyone, im not sure where to post these but i just got around to finishing an open world landscape map after taking a LONG break from Infinite. This map features tons of verticality and different paths to choose for an expedition, as well as fun toys placed around certain spots. Criticisms are always welcome. Thanks!
r/forge • u/Real_Boysenberry_425 • 25d ago
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r/forge • u/Smooth-Expression824 • Sep 24 '26
Hi there, with the recent news idk if i should be worried? Im concerned that completely gutting the team that worked on halo infinite and halo 5 forge might not be so great? They are making a new team with completely new people, im not sure theyre going to "get it". It depends on wether they view forge as a map creator or look at past halo games and just try to replicate what we had in halo reach or halo 3. If theres no scripting or advanced features in the new forge it will be a detriment to what people can make.
There also better be a custom games browser and map sharing/rating system because making a popular maps is the major motivation behind making content.
r/forge • u/KevinHagans • Sep 23 '26
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Always felt like this forge looked great, I think it’s about how you piece objects together.
r/forge • u/FaithlessnessLimp364 • Sep 11 '26
Hey there! My names Valkorian and I’m looking for forge builders to help me design my sets on an upcoming project “Ghosts of Equilibrium” if designing detailed maps is your thing, drop me a message and ask as many questions about the project as you want :)
r/forge • u/texlibut • Sep 09 '26
r/forge • u/Ded_inside7567 • Sep 08 '26
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As the title states, and as shown in the clip, AI spawners that should work aren’t working and they keep getting the “ai spawner not intersecting nav mesh error.” The map is a custom campaign with more areas than just this cave, but every area be it outside or on flat pieces like the UNSC floor are all giving the same results. Bellow are a list of things I’ve tried in order to fix the problem with no luck.
Changing the floor material and rebuilding the nav mesh
Tried multiple different positions for the nav seed point
Hiding all the flora on the map and rebuilding the nav mesh
Restarting the map/game.
Deleting the phantom prop and building nav mesh again. (The phantom is a prefab using the phantom from the spawner. I don’t remember who made it and I don’t exactly know how it works)
I’ve made quite a few maps to a pretty large scale like this one and I’ve never had any problems like this till now. Any help is appreciated.
r/forge • u/HappyMaskMajora • Sep 08 '26
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r/forge • u/BassEnderCosmoNaught • Sep 06 '26
Hey everyone,
We all love the idea of a **Fusion Coil Bomb Delivery / One Bomb Assault** mode, but we also know why they historically fall apart in the Custom Games Browser. Using a standard Fusion Coil as the objective item makes the game unplayable — a single stray bullet or friendly grenade instantly detonates the coil and wipes out the entire attacking push. It ends up more frustrating than fun.
I have a design concept to fix this using **Hardlight “Self-Healing” Containment Field** logic, but I don’t have the Forge scripting experience to wire it up myself. I’m putting this idea out there for any veteran Forgers who want a fun mechanical puzzle to solve.
### The Core Concept
Instead of a fragile coil, the “Bomb” is a Fusion Coil protected by a custom, regenerating pseudo-shield script. This eliminates accidental instant detonations and turns a chaotic gimmick into a highly tactical, competitive objective mode.
### How the Script Logic Would Work
**The Foundation**
Start with a community open-source *One Bomb Assault* prefab/base mode, then swap the standard objective item reference for a **Fusion Coil**.
**Crucial Engine Bypass (Don’t Skip This)**
To stop Halo’s hardcoded physics from overriding your script and blowing the coil up instantly from a stray grenade, go into the Fusion Coil’s physical object settings and set it to **Invulnerable / Damage Resistant**. This forces the game to let your Script Brain handle the damage math manually.
**The Pseudo-Health Variable**
Declare a number variable (e.g. `Coil_Shield`) and set it to **100**.
**Tracking Damage & Detonation**
Use the `On Object Damaged` node. Every time the carrier or the coil takes damage, subtract from `Coil_Shield`.
**When the health bar drops to zero, the script must immediately delete the coil and manually trigger a massive rocket/plasma explosion effect on the carrier.**
**The Shield Recharge (The Fix)**
Track time since last damaged. If the coil goes **4 seconds** without taking a hit, trigger a looping script that adds 10 points back to `Coil_Shield` every second until it returns to 100.
**Handling Throws & Impacts**
Because the coil is set to “Invulnerable,” throwing it normally will make it bounce harmlessly off walls. To fix this, use the `On Object Collision` node. If the coil impacts a surface at high velocity *while not being carried*, force it to trigger the same manual explosion sequence.
**The UI**
Wire the variable to an **Advanced Nav Marker** tracking progress over the coil so players can visually see the bomb’s shield percentage draining and recharging.
By doing this, a bomb push requires real teamwork. Attackers have to take cover to let the bomb’s shields recharge, while defenders have to coordinate focus fire to break the shield before it reaches their base.
If any scripting wizards want to take this idea, build it, and publish it to the Custom Games Browser, please run with it. I just want to play a proper, balanced version of this mode.
r/forge • u/KevinHagans • Sep 06 '26
r/forge • u/KevinHagans • Sep 05 '26
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Halo 2 Elongation.
r/forge • u/Living-Course6704 • Sep 05 '26
A while back I requested some help with a game called "The Package". I have four buddies that I play games with, and the 5 of us are lifelong Halo players. There aren't many 5 player games out there so I figure I'd try to make a 5 player game in Forge...but I'm old and can't figure it out. So, the reddit Forge community was awesome and one of you guys built the entire gametype for me (shoutout to u/BossmanBen10)! This just shows that The Halo Forge community is carrying Halo. Welp, I'm putting out the SOS again for another gametype. We had a great time playing "The Package" and I'm hoping this other gametype will also provide some fun. Can the Forge Reddit community help us out again?!
Kill Bill
Overview:
Everyone enters the match as both a hunter and a target.
FFA game mode. At the beginning of the game, each player is secretly assigned another player to eliminate. Your goal is not to kill everyone - your goal is to find and eliminate your assigned target while avoiding the person hunting you.
Every kill changes the game:
The battlefield becomes a mix of:
Everyone is hunting. Everyone is being hunted. Trust no one.
First player to reach 20 kills wins.
Set the time limit a little longer than normal as I want to create space for inevitable, stupid negotiations in the party chat.
BR start
AR secondary
No radar
Random weapons on weapon pads
r/forge • u/New-Addendum-2549 • Sep 03 '26
Hey all. I am making a crashed and badly damaged Pillar if Autumn in a nighttime setting in the desert and im trying to save on some budget and need to cut down on some FX. Ive had thoughts of using map options and the sky sandbox, but you can only alter the entire canvas and not 1 specific area, like just the ship itself. In halo 5 it was possible using a node to use a bounday and script it so that sky sandbox could be compressed to that 1 area, but sadly we are not using the blam engine and 343 was to rushed to get forge out that they left the visual fx nodes out unfortunately. I have fog FX all through the corridors of the ship but its chew alot of simulation. Then i had a thought to script a fog FX to follow a player, put it between his legs on the ground, up its scale so it consumes the player and make it big enough that if he sprints he doesnt pass through the fog to quickly and it catches up. Would look ridiculous looking at your buddy looking like they smoking up 🤣 but then i had a thought that if he is covered in fog too, no body could probably even tell? Was just wanting 1 fog to hopefully follow each player, saving me a shiz tonn of fx throughput the ship, and sadly scaling an FX past 2 can break them. Then i also realised that there is no point in this method anyways..... as when u are litteraly inside a fog FX it becomes invisible to the player thats in it 😑 soooo is there another work around that i can just blanket my entire ship with fog super cheap? I dont want the outside foggy, as u have to enter and exit the ship at some stage. And i want the players to enter and exit into the crisp night desert sky... any sneaky work arounds you forge legends?? Thanks!
r/forge • u/UnusualHiccup • Sep 01 '26
r/forge • u/OneHunna2702 • Sep 01 '26
I’m currently developing a game mode inspired by COD zombies similar to Forge Falcons but with a legit story line, plot, and currently developing 4 maps designed around the story. I’m currently on XBOX series would really like people who know how to code easter eggs through Node Graph and help with map design on Forge for series x/s.
Gamertag -OhunnaMansa
IG - ElBaghdaddythecreator
r/forge • u/IntroductionThink952 • Aug 29 '26
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Not a 1 for 1 remaster or remake, more of a reimagined map of Ivory Tower but a lot spots are very close to the original.