@@bruno9764 Ok, it's whack af that this actually works. tested it on some rotating objects and yeah its much smoother. However, it doesn't smooth out the player at all. Still jittery as all heck and I think thats because of server interpolation trying to guess where we should and should not be etc etc. Regardless, This is wicked helpful I wouldn't have even considered the node would take the divide seeing as you cant type it to be any lower. Thanks!
my god was setting this up in forge was a nightmare, for what every reason forge just dose not want to read this script and refuses to work. It constantly said that their were to many contention to node( despite being identical), nodes were not attached to anything(despite being identical). I have no idea why but this script just hats functioning. In fact the only way to get the script to work was to delete the entire thing, restart the game and start from zero.
Moving along with objects have been possible in older engines and I'm pretty sure without a doubt that it should be possible in Forge. My guess is that it will come in a later date.
really like all the vids ur posting. keep them coming man! wanna collab? im building a tony hawk map and i cant get the skate letters to spin and float up and down at the same time. im stopped by the buginess of the scripting and keep trying to find workarounds but cant seem to get it on my own
Well I can tell you is that you’re probably attempting to use translate to point and rotate object to point. We can’t use these because they overuse any other movements. We need to do some math while utilizing Set object position and Set object rotation and update both of them Every N seconds. Rotation is easy. Vector3, every n seconds, add vectors, object reference. “Every N seconds > set object rotation - relative = true. Rotation = Add Vector3 (and your desired axis) Position will be trickier. I’ll get back to you on that, also I’d be happy to collaborate! May need to start a small discord here soon.
@@mildstrifethanks for the clarification on point and rotate to point. i did try those and i figured they overlapped as well and wouldnt trigger at the same time. i also did an every n seconds rotate like you said and it did work. i got weird results because i think phased and fixed are bugged, only dynamic works with a welded prefab so it causes it to drop constantly and using translate to point keeps it floating but then breaks the rotation. im over my head about this one working on it for 3 days now. i also pathed some movement with 4 script brains and transform to position. it worked for making the letter float and rotate but only with 1 prefab, any other prefabs i throw in and it breaks to where nothing wants to react to any script. im thinking so far its just not possible until the bugs are fixed.
Since this video has a moving object I was curious on how it translates to custom games, (at the moment) trying to make a forge campaign map, My spawns are moving based off a translate object to point once an area monitor is triggered, the problem being it works perfectly fine in forge when testing, but in custom games it doesn't work at all do you by chance know why?
There could be a few reasons, but I think you would have a much easier time using set object position, or creating a script system that intuitively changes between spawn points if forge allows that yet.
Do you know why welded objects break apart in custom games but work just fine and forge mode? I've tried welding them to a vehicle but when you test it out and custom games it's a no-go
So since this is an automated moving bridge, I’m guessing this would be possible to do this for an automated wall to go up and down with set pauses in between before going back down or up again?
The difference is we are moving the platform while the player is untouched. We are teleporting the platform to the players position. Reverse the process, there's nothing I can do to make it smooth because 10 times a second, we are changing the players position. Hence why I refer to it as being "10 FPS" because that's the fastest we can update the players position. When you move at 60fps+ theres no way to make this run smoothing so long as we are using "Set Object Position"
So for sake of this stuff being so confusing I’ll ask a more complicated question. Can you make it disappear and reappear in between each other instead of set object positions? Or on flip side of the moving platform under the player have the player teleport to the platform repeatedly or would that only work with the player in a singular position.
@@macscarface3245 Well functionally that's exactly what we are doing with the player. We are immediately setting their position effectively teleporting them in tiny tiny increments. Fundamentally this is exactly how framerate works, so without a way to lower that time (the every N seconds node) theres nothing we can do. The one otherthing I can think of that may or may not help is pushing the player upward just a bit incase theyre clipping through the platform in some way or another. I have tried many different methods of moving the player, but they all turn out the same despite being dramatically different. I've even tried adjust gravity and nudging the player along using velocity, but it doesn't let you walk on the platform nearly as well.
So I’m currently working on a map for a custom game, you have shown it can be quite janky with a player standing on a moving platform. How bad is it (if even possible) when driving a vehicle like the razorback or mongoose? Because if they can manage to stay put for a good while then I’d love to try this.
On your other script standing on a platform and it follows you, is it possible to make it reset itself as soon as player gets off it ? Also, your turret script, am I able to make it repulse somone instead of damaging them ?
Yeah! Both of these are possible. With the platform you can just do a simple “on object exited area > reset object” which is indeed a node you can do. Or if you are using set variables “which you’d need if multiple players and platforms exist” you can give their start position an initial value and only move it when it’s assigned to a player. As for the repulse, this is also very possible but you’re gonna have to get into vector math. You’ll have to grab the players position and the projectiles position. Subtract their vectors (player pos in Operand A) and this is how you get the direction you want to send the player. With that math, you are pointing toward the player, now you have to do some math to affect the players velocity using the math you used to get the length between them. I’ll be real, the math to send him opposite of that information we have is slipping me at the moment, but I hope this puts you in the right direction
@@mildstrife cool I am messing with it, how about the turret script, am I able to make a tank fire a shot using the turret script ??? Maybe not a tank round but like the same kind you have on your turret.
Hi there I copied your script exactly but I still can't get my spartan to stay standing on the platform when it moves. I don't know what I'm missing really. But I noticed at 1:49 your platform has a white square around it and mine does not, could you explain what this is pls
So those little square are just the magnets mechanic to snap objects together. If you could send me an image link of your script so I can review it, I'd be more than happy to have a look. also need to keep in mind your boundary needs to be generously tall to make sure it fully detects the player. If it's waist high or ankle high, it won't detect.
I think u van make every n seconds smaller if u put
1/ 59 . Thats the smallest I think.
How do you mean? Like are we typing that into the every N? Or are we plugging a divide into the every n
@@mildstrife using divide node
@@bruno9764 Ok, it's whack af that this actually works. tested it on some rotating objects and yeah its much smoother. However, it doesn't smooth out the player at all. Still jittery as all heck and I think thats because of server interpolation trying to guess where we should and should not be etc etc. Regardless, This is wicked helpful I wouldn't have even considered the node would take the divide seeing as you cant type it to be any lower. Thanks!
@@mildstrife I know i am a minute late, but FYI, you can use the number node in variables basic to an increment of 0.01 seconds.
Dude you're so funny 😂 I'm loving these forge videos & the ramble section.
Make the object normal physics and a reset object node at the start of the script, no math needed
my god was setting this up in forge was a nightmare, for what every reason forge just dose not want to read this script and refuses to work. It constantly said that their were to many contention to node( despite being identical), nodes were not attached to anything(despite being identical). I have no idea why but this script just hats functioning.
In fact the only way to get the script to work was to delete the entire thing, restart the game and start from zero.
Nice! Keep up the good work!
Ty, sir. I’m hoping a lot of people benefit from this one, however flawed this workaround may be.
Moving along with objects have been possible in older engines and I'm pretty sure without a doubt that it should be possible in Forge. My guess is that it will come in a later date.
Dude can make prehab for moving stairs case that turns and goes back and forth with script I’m stuck I need make it for my Hogwarts map
really like all the vids ur posting. keep them coming man! wanna collab? im building a tony hawk map and i cant get the skate letters to spin and float up and down at the same time. im stopped by the buginess of the scripting and keep trying to find workarounds but cant seem to get it on my own
Well I can tell you is that you’re probably attempting to use translate to point and rotate object to point. We can’t use these because they overuse any other movements.
We need to do some math while utilizing Set object position and Set object rotation and update both of them Every N seconds.
Rotation is easy. Vector3, every n seconds, add vectors, object reference.
“Every N seconds > set object rotation - relative = true.
Rotation = Add Vector3 (and your desired axis)
Position will be trickier. I’ll get back to you on that, also I’d be happy to collaborate! May need to start a small discord here soon.
@@mildstrifethanks for the clarification on point and rotate to point. i did try those and i figured they overlapped as well and wouldnt trigger at the same time. i also did an every n seconds rotate like you said and it did work. i got weird results because i think phased and fixed are bugged, only dynamic works with a welded prefab so it causes it to drop constantly and using translate to point keeps it floating but then breaks the rotation. im over my head about this one working on it for 3 days now. i also pathed some movement with 4 script brains and transform to position. it worked for making the letter float and rotate but only with 1 prefab, any other prefabs i throw in and it breaks to where nothing wants to react to any script. im thinking so far its just not possible until the bugs are fixed.
Since this video has a moving object I was curious on how it translates to custom games, (at the moment) trying to make a forge campaign map, My spawns are moving based off a translate object to point once an area monitor is triggered, the problem being it works perfectly fine in forge when testing, but in custom games it doesn't work at all do you by chance know why?
There could be a few reasons, but I think you would have a much easier time using set object position, or creating a script system that intuitively changes between spawn points if forge allows that yet.
Do you know why welded objects break apart in custom games but work just fine and forge mode? I've tried welding them to a vehicle but when you test it out and custom games it's a no-go
So since this is an automated moving bridge, I’m guessing this would be possible to do this for an automated wall to go up and down with set pauses in between before going back down or up again?
subbbed
I can't find Get Is Airborne anywhere. Was it removed?
Your moving platform under the player inworked great is there a way to combine those to make the player stay on the platform better?
The difference is we are moving the platform while the player is untouched. We are teleporting the platform to the players position. Reverse the process, there's nothing I can do to make it smooth because 10 times a second, we are changing the players position.
Hence why I refer to it as being "10 FPS" because that's the fastest we can update the players position. When you move at 60fps+ theres no way to make this run smoothing so long as we are using "Set Object Position"
Ahh ok.
So for sake of this stuff being so confusing I’ll ask a more complicated question. Can you make it disappear and reappear in between each other instead of set object positions?
Or on flip side of the moving platform under the player have the player teleport to the platform repeatedly or would that only work with the player in a singular position.
@@macscarface3245 Well functionally that's exactly what we are doing with the player. We are immediately setting their position effectively teleporting them in tiny tiny increments. Fundamentally this is exactly how framerate works, so without a way to lower that time (the every N seconds node) theres nothing we can do.
The one otherthing I can think of that may or may not help is pushing the player upward just a bit incase theyre clipping through the platform in some way or another. I have tried many different methods of moving the player, but they all turn out the same despite being dramatically different. I've even tried adjust gravity and nudging the player along using velocity, but it doesn't let you walk on the platform nearly as well.
Well man, your doing a great job I’m sure you’ll figure it out.
What you said sounds interesting maybe it’s interfering during teleportation.
So I’m currently working on a map for a custom game, you have shown it can be quite janky with a player standing on a moving platform.
How bad is it (if even possible) when driving a vehicle like the razorback or mongoose? Because if they can manage to stay put for a good while then I’d love to try this.
I haven’t tested with vehicles, but theoretically it should work so long as the vehicle has a generous space to drive on.
@@mildstrife thanks for replying! guess I’ll give it a go when I get back to it. Fingers crossed.
@@johnbetancourt6576 definitely let me know how it goes. I’ll have to test it myself too
On your other script standing on a platform and it follows you, is it possible to make it reset itself as soon as player gets off it ? Also, your turret script, am I able to make it repulse somone instead of damaging them ?
Yeah! Both of these are possible. With the platform you can just do a simple “on object exited area > reset object” which is indeed a node you can do. Or if you are using set variables “which you’d need if multiple players and platforms exist” you can give their start position an initial value and only move it when it’s assigned to a player.
As for the repulse, this is also very possible but you’re gonna have to get into vector math. You’ll have to grab the players position and the projectiles position. Subtract their vectors (player pos in Operand A) and this is how you get the direction you want to send the player.
With that math, you are pointing toward the player, now you have to do some math to affect the players velocity using the math you used to get the length between them. I’ll be real, the math to send him opposite of that information we have is slipping me at the moment, but I hope this puts you in the right direction
@@mildstrife cool I am messing with it, how about the turret script, am I able to make a tank fire a shot using the turret script ??? Maybe not a tank round but like the same kind you have on your turret.
anything special on how to setup identifier, or did u just label them for reference and there is no need to label them ?
Purely notation. Just make sure they’re the same
Hi there I copied your script exactly but I still can't get my spartan to stay standing on the platform when it moves. I don't know what I'm missing really. But I noticed at 1:49 your platform has a white square around it and mine does not, could you explain what this is pls
So those little square are just the magnets mechanic to snap objects together. If you could send me an image link of your script so I can review it, I'd be more than happy to have a look. also need to keep in mind your boundary needs to be generously tall to make sure it fully detects the player. If it's waist high or ankle high, it won't detect.
@@mildstrife that was it, the boundary! Working perfectly now, thanks alot
@@scartissue121 Awesome. That's what I like to hear.
I love the video!!! Promotion that works = Promo sm!!