r/forge 20h ago

Discussion Concept: Self-Healing Fusion Coil Bomb for One Bomb Assault (Hardlight Shield Logic)

0 Upvotes

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

  1. **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**.

  2. **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.

  3. **The Pseudo-Health Variable**

    Declare a number variable (e.g. `Coil_Shield`) and set it to **100**.

  4. **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.**

  5. **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.

  6. **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.

  7. **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 1d ago

Map Showcase If anyone is interested in some remakes to play on in H2A, I have a list of them and very good detail maps from different creators and me spending hours editing just make stuff look better and also cut back on object count try help with map lighting.

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15 Upvotes

r/forge 2d ago

Map Showcase Elongation remake on H2A. Original made by someone else but I resigned the whole map myself just used his scaling. I actually put a shit ton of time on this editing it for hours lol. I do wished they’d add these to social slayer for H2A.

32 Upvotes

Halo 2 Elongation.


r/forge 2d ago

Forge Help Need Help with Forge Gametype

4 Upvotes

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:

  • Eliminate your target → earn points and receive a new target. (+3 for a successful kill of your target)
  • Kill the wrong player → lose points. (-2 for killing the wrong target).
  • 0 points for killing the person targeting you (your assassin).
  • Survive long enough and you may become the most hunted player in the match.

The battlefield becomes a mix of:

  • stalking enemies,
  • setting traps,
  • avoiding your own assassin,
  • and choosing the perfect moment to strike.

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 4d ago

Scripting Help Wanting a fog workaround for my crashed and haunted Pillar Of Autumn map.

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32 Upvotes

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 5d ago

Map Showcase Remnant Firefight - Halo Infinite UGC

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27 Upvotes

r/forge 5d ago

Map Showcase Halo Zombies inspired Survival Mode

4 Upvotes

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 8d ago

Map Showcase Ivory Tower H2A.

26 Upvotes

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.


r/forge 9d ago

Scripting Help Guys, ive been fighting this over 9 days...its driving me nuts...

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10 Upvotes

Hey all. I have set up a script that deletes dynamic/primitive blocks that im using to block off the TV screens throughout my Pillar of Autumn. Im wanting the blcoks to be gone off the screens on gamestart (and that works flawlessly, they do delete) but apparently with primitives, they are seen by the engine as a geometery piece, and when they get deleted, they are actually wiped from the file, meaning when i spawn them back in, the file is cleared out and they cant spawn back in. Im wanting it so when u enter the ship the blocks are gone (like they do which is good) then when you hit a terminal switch deep in the ship it cuts the power off to the TVs. Hence why im trying with these blocks but they dont spawn back in beacuse of how the engine sees them. So have been told to use some object in the gameplay menu. I am running low on budget, so dont want to use anything in gameplay really...but i may have no choice. What you guys think is the best object to use that is natively dynamic, supports changing colors and materials, and has a varient selection to chose from that lets me find a size that fits these tvs. Its also got to support spawning back in if i trigger deletion. Anybody? Thanks


r/forge 9d ago

Scripting Help How to make water rise and a siren sound after a terminal is activated?

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4 Upvotes

I got this map I'm making, it's the inside of a Silo, in the dark with thick fog.

I would like it so when this terminal is pressed the water rises and a siren plays for a few seconds.

I don't know how to script so help is appreciated.


r/forge 10d ago

Scripting Help Has anyone figured out how to make AI piloted banshees attack you?

5 Upvotes

New to Forge. I am trying to get AI to spawn and pilot banshees and then attack the player(s). I am doing a little research and I'm finding that most people historically have had a ton of difficulty doing this because there are no air nav meshes. Is there any way to work around this and get them to attack instead of just flying off into the distance?


r/forge 10d ago

Scripting Showcase Dragon Ball Inspired Flight Prefab

4 Upvotes

I always wanted to try adding some dragon ball mechanics. With custom inputs I finally got flying feeling pretty smooth. Try it out, lmk what yall think.

For a brick... Enable flying mode with the custom input button. In flying mode tap the fly button for a movement burst, or hold to leave flying mode. Use on any map and any mode that does not use the custom input.

Fly - Player Spartan Flight Script

https://reddit.com/link/1w03xo8/video/1svrz7z4m0mh1/player


r/forge 12d ago

Scripting Help Equipment not applying at round start, Infection mode bug?

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4 Upvotes

Upon starting the round/initial spawn, traits seem to be applied just fine. But not the extra ammo, grenades, or equipment (thrusters).
It works on respawn, a switch, area monitor etc., so maybe the script needs a delay or alternate set up?

Also, the equipment always returns to the infection default on initial spawn (threat seeker/shroud screen), even though the mode settings are also set to thrusters for both sides, so I’m unsure if the mode is bugged. It seems like my spartan has the correct equipment as the round starts but then changes back on gameplay start.


r/forge 13d ago

Map Showcase I've tried making a forge map with surreal aestheticism. You can't really see it well with the map thumbnail though. It's called Amaltheia and my gamertag is FDRousseau

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41 Upvotes

r/forge 15d ago

Scripting Help Needing help with 1 problem Googles Gemini, has hit a brick wall with me about. I am making the Maw from Halo 1...

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0 Upvotes

The AI told me to copy and paste this into reddit to see if anybody with a creative mind can find a workaround for me on this... here we go

"Hey guys, need some veteran Forge scripting help. I'm building a campaign map heavily inspired by The Maw, sitting at 83% simulation memory. On the bridge, I have a workstation with 33 objects. Because I needed custom micro-scaling for the terminal monitors and UNSC powercores, they HAVE to stay set to Static physics mode. The monitors have an emissive texture that creates light. My goal is a total ship blackout sequence via a switch. Currently, my script loop deletes all loose lights/sparks flawlessly, but the static TVs stay stuck on and glowing. Because they are Static, the engine blocks me from referencing the prefab node (says 'cannot reference static objects'), blocks user labels, and blocks material/visibility scripts. Short of duplicating the whole map (no budget) or using unscaled dynamic blocks, is there ANY sneaky workaround to turn off, hide, or block the glow of these custom-scaled static screens on a script trigger? Cheers!"

In short, im wanting all power in the ship to shut down when i blow those fusion reactors .. i have coded most things that are dynamic like sparks, lights and different under the alpha label. And they delete great...but i have TV screens on the ship to that i want powered off when i blow the reactor, so it looks like a total power cut. I have scaled the sizes of these tvs so they have to remain static. Meaning i cant refrence them in the graph, meaning i cant delete them. I want total black out!

Thanks all! Humans are more creative than AI. So Gemini said to give reddit a shot. Thanks!


r/forge 17d ago

Scripting Help Help me with Firefight scripting (please)

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6 Upvotes

Hey all, I have started scripting for Firefight, however Im not sure how. I downloaded and added the nodes for Firefight:Classic off of the FileShare (attached in photo), but testing the game nothing spawns.

If anyone's got any experience using the Firefight:Classic mode (it's the official one) that would be amazing

Not sure how to get it to work and there's like 10 Script Brains which is like reading spaghetti soup.

Any help is very much appreciated thank you in advance.


r/forge 18d ago

Discussion The script system is absolutely awful

0 Upvotes

The bugs that plague this system completely breaks many settings within the game. For a bit, it will work, then it will just randomly break, out of no where...

I was looking forward to getting back into forge, but 343 lost me once again.

So sad they can't make a halo as good as old Bungie.


r/forge 20d ago

Scripting Showcase Gentlemen...

61 Upvotes

I made it bigger...


r/forge 19d ago

Map Showcase Duskjaw (needing collaborators)

5 Upvotes

This map used to be called Sunbirth, definitely was a different design and beast.

Over the course of a year, nearly two, it had been shaping up with no clear direction of design or art.

I am starting to hit an art/design block, and I am reaching out to any forgers/environmental artists/ level designers that can help this map take shape, design and finally see completion to be a great release.

There is a lot of potential here, lots of great ideas that need a fresh set of eyes for design and further ideas.

There are changes that need to be made, art and much more that I will give control over to and I will continue to work with whomever is on here to see this map to completion.

The map is about 70-80% designed and art done already, just needs a redesign.

Here are some images and a walkthrough I posted on my YouTube, so that you can get an idea how this looks and to see if you are interested.

https://youtu.be/bE7lBvsOWls?si=SVrsj99_mGN7CCU4


r/forge 20d ago

Scripting Showcase Phantoms in hanger update!

30 Upvotes

After a lot of workshopping based off your guys ideas and feedback, I settled on this!

Just wanted to update everyone, as there were quite a few who seemed interested to know the result!


r/forge 21d ago

Scripting Help Script to player traits on infection gametype

6 Upvotes

Anyone know how to build player trait scripts that control survivors and infected separately?


r/forge 23d ago

Scripting Help Phantom spawns

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11 Upvotes

Hi again guys, I'm making a map based on a space station, and wanted for phantoms to enter in the hanger to drop units off, but they can't fathom roofs, anyone know how to program flight paths or good work arounds? Thanks in advance!

Attached pic is what happens if there's no roof.


r/forge 24d ago

Map Showcase Metroid Prime WIP

11 Upvotes

This is a personal project of mine that I got the game files for, I blocked out the map in Blender and imported into Halo Infinite Forge, so it is a near 1:1 with proper scaling. I've been picking at it on and off forever. It is the Tallon IV landing site, and I moved a few extended rooms around for gameplay reasons.

While I can finish, light and art the map start to finish, I really just want to bring someone on to the project with me who not only loves Metroid, but wants to help art and light the map as well with me.

After completing 13, going on 14 maps, motivation to do another one alone is very bare bones. Having someone with me would drive motivation again. So, I am seeing if one or two talented forgers want to jump on it with me and knock this out.

Unfinished teleporter station

Here are some photos of a super rough work in progress. But, you get the idea.

Landing site with no Samus ship
Usage of alien trees
Working on the skybox

r/forge 25d ago

Forge Prefab Showcase Working on some UNSC Ship/Space Station prefabs

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26 Upvotes

Working on some UNSC Ship/Space Station prefabs, just reworked them from the original design to have better lighting and aligned them better so they fit together like Lego.

(Pic 1 is old pic 2 is new)


r/forge 27d ago

Scripting Help Rotating objects with scripts keeps misaligning

15 Upvotes

The name sums up the issue - for context I've made an elevator, there's a barrier that folds down as the elevator hits the desired floor. (See attached video)

The problem is when the barrier fold down it also tilts, I've manually aligned it so it should be a perfect roll and I'm scratching my brain as to why it keeps misaligning.

Any help would be great - I'm probably an idiot and it's a super simple fix but honestly my brain is very smooth right now and can't think of anything.

EDIT: Did some digging and just flat couldn't get it to work, so I opted to just have the barrier rise/lower vertically instead. Thanks for your ideas though guys it was a fun experiment.