Hey man keep up the great work your videos have helped me how to understand how to create maps I hope to be able to show off the work you have shown me
Do you know how to set traits for a specific team? For example, I am trying to edit an infection map so that the infected just spawn with the Elite bloodblade but that has been terribly difficult for me to figure out lol.
@@0x8080 Good workaround, but there are official animations for walking/sprinting/meleeing completely armless (Like in the tutorial), i hope they officially support them in custom games
Do you have any suggestions why traits might not be applied or are not being applied consistently? I have tried separate scripts. adding delays, removing traits before applying them, and still having problems. To be clear, I am doing an infection mode where players are scored individually, like in some Halo games. It appears Forge only does Team Slayer since everyone is on the same team despite setting the FFA Allegiance. In custom games, the FFA Allegiance works correctly, but the traits are messed up. I think it might be partly due to the game settings for custom games.
This is just off the top of my head, but you may be able to modify the velocity of your wasp once it enters certain areas. Just multiply (scale) the Velocity (Vector 3) of your Wasp when it enters a certain area. You could set up things like rings in the sky as triggers, like old aviation games did :) That way the player has to shoot through the hoops. I'll likely be doing a video here soon on Advanced uses of the math functions, how to manipulate 3D vectors, etc.
Can you please do one showing how to make a Bot have traits and a particular weapon I want to make a mode with a bot juggernaut that hunts down other players.
I'm uploading right now :) The video should be live here soon. I've done a bit of a twist on that idea. Whenever you kill the initial juggernaut bot, another spawns in (like a wave based mode). But that part is totally optional. Definitely check out how I implemented it, it's really simple.
Question I’m trying to make a infection mode and I’m having a problem that if your infected you can pick up guns and I’m trying to fix that any suggestion?
Ah I see! What you should be able to do is listen for the On Weapon Pickup event in the Events Inventory section of the Node Browser. Then, in the Inventory section of the Node Browser, you will find the Drop Weapon of Type node. From there you should be able to just do a conditional check on the type of weapon picked up ( in case you may want only certain weapons available to zombies ).
Im having trouble trying to apply the speed traits I want to only a certain team and not everyone in the game. Any idea on what I should add or change?
@@0x8080 it can be simpler than that. Should be able to use, under "Players," "Get All Players on Team." That'll give you a list, pass that to a "for each player" loop, and draw a line off the "current player"/"execute per player" slots (first passes the variable of who the player is, second is the execution line) to whatever trait or trait list you want to set up accordingly.
@@FonzSuda7403 I'm trying to quote these from memory, so I'll do my best: The end goal is to apply traits to just one team, right? So use "Get All Players On Team" under the Players tab, and this will be your input for the for loop: Under Logic, use a "For Each Player" loop. From that loop, you'll draw from Execute per Player or whatever that connector line is called, take the Current Player connector line as input, and connect that to your next actual node: "Apply Trait Set." You'll have to declare what that trait set is, assign traits to it, but that's the gist of it. The other way descibed by the other guy was valid, but I find when going back to code or nodes, it's easier if the stuff on the page/screen matches exactly how I think. So to explain it another way, for shits, he suggested using the same "For Each Player" loop, but inputting "Get All Players," then using a "branch" (if statement) to check if the given current player for the loop is on Team Whatever, then doing the same sort of trait applying I described I presume. Keep in mind, players are objects. Lists are objects composed of objects in a list format. Teams are their own sort of object, but you have to fetch the players /from/ the team to apply stuff to those players. I'd recommend finding a map with brain scripts on it that you know work and looking through them. You don't have to u derstamd it all at once and honestly, it's best if you do one tiny thing at a time. Push a message to only one team or only one player. Apply a trait to everyone. Then just a team. Then only o e player on a given team, or whwatvwr other condition you want. Tiny things back to back make up every page of code or nodes. And test everything, piece by piece, until you know stuff works when you do it like that implicitly.
@@FonzSuda7403 the next question is, when do you apply these traits? "On Round Start," or "On Player Spawned"? Play around, either will work, but you may notice some timing differences -- active camo takes a few seconds to spool up, for example. Edit: you can find functional script brains on a Black Forest map in search, should have Infection in the name. Should at least say "forest" and "infection" and "LOL".
Great videos. Really helps understand the visual scripting nuances!
I'm really glad to hear I could help out. If there's anything you'd like to see, please let me know 😄
@@0x8080 Can i set traits for one specific team?
waiting for somebody to figure out how to make a player lean system possible...gotta be able to do it somehow in infinite forge.
Hey man keep up the great work your videos have helped me how to understand how to create maps I hope to be able to show off the work you have shown me
That's awesome, definitely make sure to post anything cool you make!
Do you know how to set traits for a specific team? For example, I am trying to edit an infection map so that the infected just spawn with the Elite bloodblade but that has been terribly difficult for me to figure out lol.
let me know if you figure this out
Any way for no weapons
no
@@mayman3310 Actually yes, I just made a video on that. Sort of no weapons. hehehe.
Check out my new video.
@@0x8080 Good workaround, but there are official animations for walking/sprinting/meleeing completely armless (Like in the tutorial), i hope they officially support them in custom games
Do you have any suggestions why traits might not be applied or are not being applied consistently? I have tried separate scripts. adding delays, removing traits before applying them, and still having problems. To be clear, I am doing an infection mode where players are scored individually, like in some Halo games. It appears Forge only does Team Slayer since everyone is on the same team despite setting the FFA Allegiance. In custom games, the FFA Allegiance works correctly, but the traits are messed up. I think it might be partly due to the game settings for custom games.
Could you explain how to give specific weapons to a specific team?
Is there a way to tie events to which weapon the player has active, not just which ones they are holding? I cant seem to find that anywhere
I really need the ability to change vehicle traits. I want to speed up wasps for a game mode I am making.
This is just off the top of my head, but you may be able to modify the velocity of your wasp once it enters certain areas. Just multiply (scale) the Velocity (Vector 3) of your Wasp when it enters a certain area. You could set up things like rings in the sky as triggers, like old aviation games did :) That way the player has to shoot through the hoops. I'll likely be doing a video here soon on Advanced uses of the math functions, how to manipulate 3D vectors, etc.
Would it be possible to scale a players size?
Can you please do one showing how to make a Bot have traits and a particular weapon
I want to make a mode with a bot juggernaut that hunts down other players.
Sure I'll make a quick video on that!
I'm uploading right now :) The video should be live here soon. I've done a bit of a twist on that idea. Whenever you kill the initial juggernaut bot, another spawns in (like a wave based mode). But that part is totally optional. Definitely check out how I implemented it, it's really simple.
Can you make specific bots spawn with a particular weapon and another bot with another weapon
How do I remove traits from player at end of a round?
Question I’m trying to make a infection mode and I’m having a problem that if your infected you can pick up guns and I’m trying to fix that any suggestion?
Ah I see! What you should be able to do is listen for the On Weapon Pickup event in the Events Inventory section of the Node Browser. Then, in the Inventory section of the Node Browser, you will find the Drop Weapon of Type node. From there you should be able to just do a conditional check on the type of weapon picked up ( in case you may want only certain weapons available to zombies ).
Im having trouble trying to apply the speed traits I want to only a certain team and not everyone in the game. Any idea on what I should add or change?
You should be able to get a list of All Players, loop over them, and for each player check which team they are assigned.
@@0x8080 it can be simpler than that. Should be able to use, under "Players," "Get All Players on Team." That'll give you a list, pass that to a "for each player" loop, and draw a line off the "current player"/"execute per player" slots (first passes the variable of who the player is, second is the execution line) to whatever trait or trait list you want to set up accordingly.
@@dontfalltim can you explain in english please?
@@FonzSuda7403 I'm trying to quote these from memory, so I'll do my best:
The end goal is to apply traits to just one team, right? So use "Get All Players On Team" under the Players tab, and this will be your input for the for loop: Under Logic, use a "For Each Player" loop. From that loop, you'll draw from Execute per Player or whatever that connector line is called, take the Current Player connector line as input, and connect that to your next actual node: "Apply Trait Set." You'll have to declare what that trait set is, assign traits to it, but that's the gist of it.
The other way descibed by the other guy was valid, but I find when going back to code or nodes, it's easier if the stuff on the page/screen matches exactly how I think. So to explain it another way, for shits, he suggested using the same "For Each Player" loop, but inputting "Get All Players," then using a "branch" (if statement) to check if the given current player for the loop is on Team Whatever, then doing the same sort of trait applying I described I presume.
Keep in mind, players are objects. Lists are objects composed of objects in a list format. Teams are their own sort of object, but you have to fetch the players /from/ the team to apply stuff to those players. I'd recommend finding a map with brain scripts on it that you know work and looking through them. You don't have to u derstamd it all at once and honestly, it's best if you do one tiny thing at a time. Push a message to only one team or only one player. Apply a trait to everyone. Then just a team. Then only o e player on a given team, or whwatvwr other condition you want. Tiny things back to back make up every page of code or nodes. And test everything, piece by piece, until you know stuff works when you do it like that implicitly.
@@FonzSuda7403 the next question is, when do you apply these traits? "On Round Start," or "On Player Spawned"? Play around, either will work, but you may notice some timing differences -- active camo takes a few seconds to spool up, for example.
Edit: you can find functional script brains on a Black Forest map in search, should have Infection in the name. Should at least say "forest" and "infection" and "LOL".