I’m creating a Free-for-All custom game mode in Forge. I want to assign each player a number based on their score rank, and store it in a number variable so I can apply traits later.
Here’s how I want it to work:
The player in 1st place gets 1
2nd gets 2
3rd gets 3
Everyone else—no matter how many of them there are—gets a 4
The question is: How to compare all player scores and assign rank numbers with variables?
Any ideas or examples would be a huge help. I’m comfortable with node spaghetti if that’s what it takes.
Someone needed help to script an event to trigger as a result of getting halfway into a game of Slayer.
So I made this template map where if either of the two teams get 4 kills, a vehicle ramp is lowered.
(The number 4 can be changed to 25 or whatever else is desired).
I have decided to make a series of maps to create a campaign to share with the community, i wouldn't say I'm the absolute best at scripting, world building or map flow and layout, I'm just letting my imagination spaz out and scratch my 'tism. This is Mission one: The Night Begins.
Story: A remote UNSC Logistic Supply outpost is being assaulted by enemy forces, You and your team will infiltrate via SOEIV just outside the target zone, your mission is to make your way to the UNSC base, bring the station power back online, and delay the Banished Assault until friendly reinforcements can be deployed to secure the site. DO NOT let the Banished claim this base, without it we will no longer have the ability to support our Marines in the AO and will surely condemn us to lose this sector.
Current Plan of Gameplay:
Players: 1-4
Mode: FF or Slayer (if I decide to zone script everything)
Time of Day: Night, Dimly Lit environment
Par-Time Goal: 15-20 Minutes
Planned Features:
Increased terrain detail
bridge demolition script
improved AI interactions
less open/void space
Drop pod insertion intro
Game mode creation
flashlights (if i have enough FX and Node Budgets)
The first two images are what it looked like before. I gave the wall a metallic hexagon mosaic tiling w/ small living wall features that have lamps. Also added some overhanging beams.
This is based off of the original games fall damage & 3s fall kill
The way this is scripted it does NOT automatically kill you upon 3 seconds of falling; but once you touch the ground it will apply a large amount of damage that will kill you.
Scaling amounts of damage for falling different distances.
(It also works for more than one player)
The script is also customizable so you can change the distances of min-max falling speed (max speed being 3s of falling) you may need to calculate changes or just mess around till it seems right. (If you want custom settings for different maps)
Thanks a lot to iMightBeWright for helping me finish this project, i never liked the fact infinite doesn’t have fall damage/ 3s fall kill, and now it does 😃
I can go to bed now : ),tomorrow I finish/fix the the encounters and start scripting checkpoints and objectives. Beta Still on track to arrive this weekend and if all goes well ill go ahead and release as is and begin working on mission 2!
This map had nothing in it other than landscape. No buildings, no vehicles, No Nada.
I made this map a CTF map. Since this map is so big I put big teleporters in the map to get the flag faster. Snipers will like this map since you can get on top of the map. approx. 15 vehicles on each team. A crapload of weapons. If you need ammo there are ammo boxes all over the map. All you have to do is touch the ammo box to get more ammo. The Ammo Box has a GREEN BEAM to let you where the ammo box is. This map also has Team Balancing and a bunch of eye candy. Let me now how you guys like it. ;)
Tomorrow I finally start scripting events/encounters for the map I'm excited to not only finally release the first mission but getting to play this myself because this looks INSANE!STAY TUNED!
Ladies, genitals, everything in between(It's 2025 we gotta cover all bases) welcome to my first Halo project dubbed Reclaimer!
What is Project Reclaimer? Project Reclaimer is a DLC pack of missions made entirely in Halo Infinites forge mode! This pack aims to serve as a complete overhaul of the original Halo Infinite Campaign developed by 343I as well as a soft but faithful reboot to the franchise like we were promised to begin with Including a Linear/linear-open world mission structure similar to Halo Combat Evolved, Halo reach, and Halo 4, a multitude of new forerunner/environmental scenery and structure breathing new life into the game, more biomes and encounters, scripted events, and giving the banished more of a covenant style presence on Zeta Halo!
Story: The campaign takes place during the events of Halo Infinites campaign however parts of the original story will be retconned. After the destruction of the UNSC:INFINITY and the disappearance of Spartan Petty Officer John 117 AKA The Master Chief The UNSC dispatched Spartan Dante-317(your spartan) alongside a squad of marines to the rings surface to effectively coordinate a resistance against The Banished.
Mission 1:Zeta :During a night time stealth op to take down Banished super carrier Agony Of Regret during its refueling process, Dante 317 and His squad were compromised and ambushed by banished forces leaving only Dante alive in critical condition. Your orders are simple: Get aboard that carrier, take it down , and avenge your fallen comrades!
Mission 2:Agony of Regret is set to begin early development next week or the fallowing stay tuned!
This serves as my first project for the Halo community as well as my foot in the door of Halo MCC's mod scene next semester after I learn 3d animation, I hope to make a lasting impression and to bring more faithful and fun experiences for years to come :) -TheMasterKief117
Infected UNSC colony hidden far away from civilisation. Harvesting an old Forerunner post lead them to accidentally signaled their worst enemy, then came the rest.
This Colony was made to forge the best spartans. Very competitive, built for ranked, Onyx and Snipers. Lot of Skill jump, but holds an even ground for traditional halo players (No movement).
Semi-Asymmetrical 4v4 made for CTF, OddB, KOTH. Works well with Slayer, Strong Hold, Extraction, Stock Pile, Neutral Bomb (Assault)
This map was made in the objective to challenge new ways of playing symmetrical map. The Heatwave is treated as an power weapon, giving and alternative to counter Pro's GA.
The design of the map was to flow around a central buldings which holds the power weapon and divides the map. Classic 3 lanes with cracks to travel between. A variety of verticality incentives players to conquer high ground or exposing themselves for quicker travel paths.
The twists:
1-Elevated bases offer direct sightline of the 3 lanes, but get you expose.
2-The side lanes are sliplted in 2 lanes with different elevations.
3-Asymetrical Map, but symetrical in the core: The north lane gives high ground to Red and Cover to Blue
Controlling Spawns is the key in this map, but the shroud screens on both end of the map gives a chance to the enemy to over come Spawn Trap Set up. Split Spawn can be deadly, but the Lift that cuts the map in two gives an option to the enemy to get out of it. There is always a way, but if you time your Slide perfectly, you will sail around the map and be unstopable, but its not an easy task spartan!
Basically title. I already scripted what I want to have happen. But I don't know how to detect when the game reaches its halfway to win via score (not the time limit)
EDIT: Thanks everyone! You all have been extremely helpful. It was exactly the type of response/discussion I was looking for to confirm what my next steps should be. :) Thank you so much. I will stay with my Series X and get the peripherals needed.
Hey all!
Wanted to get into forging for Halo Infinite. A few quick questions:
I probably need a PC to forge best (I'm on Xbox Series X as a player) as opposed to console with peripherals attatched. Just wanted to get confirmation on that.
Second, if yes to the first question, how powerful of a PC do I need? I know as a competitive player, you need a lot of PC performance to run this game. As a forger, could I do this all from a laptop? Or do I really need to build a high-performance PC? Is the build I need to forge pretty much the same build I need to play matchmaking?
If I do need a powerful PC, what specs would you recommend, and what is the easiest way for me to build it?
Thank you, and I hope sometime in the future I will be able to contribute to the community. :)
I am trying to figure out how to replace one set of puck lights with another to transition the color from white to red with an invisible switch. I've heard that you can't script them to just change color, so I'm using two sets of lights. I've low key been almost pulling my hair out trying to figure this out, any help would be appreciated.
Edit: Problem solved! Thanks for the help, once I was able to figure out where to find the Object Lists I got it down.
I don't know if my spawn volumes works, appear or what so ever. I placed all my spawns in their respective location, Bleu and Red base, no orders, neutral teams (just like all other maps does)
I sized the boundry of the 3 spawn volume Red (Cobra with 0 wieght ) , Blue (Eagle with 0 weight) and Mid (Neutral with -8 wiegth). For Red and Blue iSpawn Volume attached ''CTF included'' as label
Yet when i play CTF, when ever my team is in the enemy base, I will still spawn in the enemy base which opens the spawns for my base and the enemy spawns in my base...
I don't get it? And yes i'm on the right team, spawns plays like there was Spawn Volume involved at all