You don't need to add number nodes to connect to the vector3, you can simple select the vector3 go to node properties and input vales for x,y,z. Much faster and clean.
When I first started forge I was unaware of the on object interacted node so I couldn't figure out how buttons worked but I found your video and it helped massively (thanks for that!). I'm a game dev IRL, I've been playing around with halo infinite forge a little for the past couple days. It takes a very different approach than traditional coding but I have a working door that opens and closes from one terminal, I might end up making a video on it and maybe some other more advanced forge scripting techniques since there aren't many resources for it out there yet. If you have anything that you need help with, let me know!
This video forgot to explain something important, don't forget to put the movement duration in the translate object node If you don't put a valid number in that space, the script brain won't work. Saludos mis amigos de estados unidos 🇲🇽🇺🇲
2:13 You can also just use a Get Object Position node then if you run that through an Add or Subtract Vectors node with a Vector3 node set to the distance it needs to move. But my real question is, can you have the door move without having to interact with it? Like a footplate so when you walk over it or near it it will automatically open.
@@FourKings13 You may be able to use a trigger zone to detect when a player is "on top" of the plate (experimenting with different sizes so it only triggers when the player's feet are planted on the ground and not jumping above the switch) and use that to trigger a small movement in the plate and whatever action you want to be triggered by the plate (could be run through a timer to simulate the time it takes for the plate to depress depending on how responsive you want it).
@@FourKings13 Yeah so looks like on any object, including the Pointer so it's invisible, can have a boundary added to it. Then in the script brain you need to add Area Monitor which goes to On Object Entered Area. So yeah it's not really called anything obvious like a Trigger Volume (I think that's what it's called in Unreal Engine) but you can pretty much turn anything into an area monitor once you know how to do it.
Hey btw, I forgot to mention that you NEED to make sure to set the time it takes and the movement curve. Don't leave those fields blank or it might not work. Also, you can't input a number over 1000 for some dumb reason, so if your positional coordinates include numbers higher than 1000, you might want to try figuring out how to use Get Position nodes. I'm still trying to figure that out myself so if anyone knows how to do it, please share!
It's just the momentum or movement type the object had. Mine for example starts quick and slows down with the ease out stuff. You can mess around with it and find what you like.
@Gunn3rdaPHNXIm watching on my small phone but looks like "ease out, sine" and 3.30. Also, make sure to set the time of the audio to the same as the movement. Or if you want the door to go a steady speed then use linear
Have you played around with the Bots Scripting. I honestly don't know how to get past Event - add bot. Not to mention the only one that works withoit interaction is when ayer spawns. At gameplay start doesn't spawn the bots
Followed every step in here, and also added the movement curve. For some reason my 2 doors just completely ignore the coordinates I have set for them to move to (I have checked it multiple times to make sure they are right), diagonally / randomly and weirdly and most of all, completely off target (way over 30-50m). No idea if it's forge just being absolutely broken or I am missing something important
since youre using xbox a few things i see missing like rotating on the Y axis. and selecting single axis to move on. moving on z i've been using camera up and down. also.... im blind as a bat because the assets folders is missing lol
I've followed the node setup to the letter and read through the comments to try and get the fix I need but to no avail. My issue is that the door won't move, and I have set the translate Object duration to .50 seconds and still no movement. I am in Play Test mode where you hold the double square button and you can see vehicle/weapon pad items spawn in. I even tried the don't need number to vector 3 thing someone typed but still no dice... Any advice?
After a bit of tinkering I have solved my issue. The Number Nodes for X and Y had to be set for the doors X Y coords whle the Z, or direction object is moving in is set to the doors destined position. I also had to put Movement Curve to Linear.
Absolutely. I didn't cover it fully here, but if you pause at the script shown at the end, it shows how I added audio and timed it with the door opening. I used an audio emitter to do it.
If an object in dynamic it acts as a physics object, the problem I'm having is that, though the script works, I can also just walk into or shoot the door and it moves because its now a dynamic physics object. Is there a way to prevent it from being pushed around?
I would also like to add to FourKings13 comment, Some objects when set to Dynamic has their physics bugged. For example the UNSC Heavy Door will behave like a normal physic object despite being set as fixed or phased, which is not intentional and definitely a bug. This is behavior at least from Forge. Not sure if the same thing happens in custom games, but the fact the object goes flying in play mode from be punched doesn't entice me to find out (as funny as it is that this happens)
@@SeanRa77 Indeed, I've noticed the same behavior with the UNSC Heavy Door. No matter what physics you set, it still acts as if Normal applies. Any other door doesn't have that behavior.
After I did all the steps in this video, plus all the extra+ additional steps that the creator of this video didnt even mentioned. . I actually realised that this script is totally useless for me. Why? Well, the whole script is made for one-time use, so technically speaking, once you open the door, it will stay opened till the end of the match, and thats not what most people wanted to do, or at least what I personally wanted to do. We need to have a script that allow as to open/close doors with the same switch multiple times, not just once. Sadly, Im just too stupid to find out how to make it exactly as I need, because the whole scripting is. . complicated, especially for non-native English speaking people.
I am trying to figure that out as well. The only way I know how to open it again is with another switch. The scripting is complicated even for Native English-speaking people like me, so don't worry!
I'm the most dumbfounded of just completely skipping steps or chopping out bits of the video. Like I have no idea where to find the required node to set the movement curve of the door. Just kinda brushes through steps in the video like you are supposed to already know how to use some of the features when I can almost bet most people that are looking up a guide like this have actually 0 clue what they are doing at all.
@@pokekris2228 I'm glad ya figured it out! I also ended up learning how to make my own brain and door switch combos cause these straight up don't work.
I mean I guess it works in the technical sense, door does indeed go down, but if you want to make real doors this will set you further away from making anything that resembles a real working door.
@@Korpus_Draige True. I should've thought of that since I play a ton of NMS. But Little Big Planet I would say is the more direct comparison. Since it's the only mainstream popular player creation tools I know of in it's own video game that is far more impressive than Forge.
You can, if you make another switch that moves it into the previous positional coordinates. It's pretty much the same setup. I unfortunately haven't figured out how to do that all within a single terminal yet, which would be ideal.
HELP I am trying to make a pendulum for a race track. The “rotate object to point” is good for a door, but how can i make it happen automatically? Or how can i make an object slide up/down like a piston?
So my door that I’m trying to script has an x and a y value that is greater than 1000.00. When I attempt to plug in the numbers, it won’t go over 1000. I really hope that I don’t have to rework the whole map because of this door
@@cb84_ Yeah, I had that issue recently. I am still fairly new and don't know how to use the get position node yet to get around that issue. It's kinda dumb that you can't input a number over 1000.
If you input a value more than 1000 it will default to 1,000 what you need to do is use in script “add” under math. Put 1,000 in one number box then put the other number in another number box. It will then add the numbers together and put the total as the the coordinates.
My Z is 1138.90 -- how do I match that when the max number it allows is 1000?? The answer : I can't. 343I... Forge beta has many bugs, it's basically H2A all over again for me... I report it & they call it "feedback" -- tell me to go somewhere else & complain basically. This is a real issue that needs to be solved. I spent days on this map & I can't script anything. :( This map is way too sexy... I hope they fix it. The wonderful Christian (in the comments) said you can do a silly work-around by adding the numbers up w/ the math function.
On your 'Translate Object To Point' Node Properties, make sure the Duration In Seconds is not set to 0. Set it to something higher, such as 0.50. That might fix it.
I had the same issue, what I did to solve it was to have The Number Nodes for X and Y had to be set for the doors X Y coords while the Z, or direction object is moving in is set to the doors destined position. I also had to put Movement Curve to Linear. Maybe this'll help you out.
Yeah you should see "Play Mode" NOT "Test Mode". If on Test mode you can walk around but can't interact. Have initial spawn for your player ready and placed where you want to be also.
You select the object you want to refrence while in monitor mode then open the node graph and open the secondary menu (Y on xbox) and it should say add object refrence. Or you can add the object refrence node and when you select it, hit X, then RB, and you can select object output for the item you want.
You don't need to add number nodes to connect to the vector3, you can simple select the vector3 go to node properties and input vales for x,y,z. Much faster and clean.
I'm immensely grateful for Chads like this who take he time to teach noobs like me how to do stuff in Forge
You can also add a looping sound and stop it after a certain amount of time to the door so it feels more real.
Yep, that's exactly how I set it up.
When I first started forge I was unaware of the on object interacted node so I couldn't figure out how buttons worked but I found your video and it helped massively (thanks for that!). I'm a game dev IRL, I've been playing around with halo infinite forge a little for the past couple days. It takes a very different approach than traditional coding but I have a working door that opens and closes from one terminal, I might end up making a video on it and maybe some other more advanced forge scripting techniques since there aren't many resources for it out there yet. If you have anything that you need help with, let me know!
I need help making a door close I follow this tutorial and just open the door.
This video forgot to explain something important, don't forget to put the movement duration in the translate object node
If you don't put a valid number in that space, the script brain won't work.
Saludos mis amigos de estados unidos 🇲🇽🇺🇲
how do i make the door close.
Shoutout to the sandwich
2:13 You can also just use a Get Object Position node then if you run that through an Add or Subtract Vectors node with a Vector3 node set to the distance it needs to move.
But my real question is, can you have the door move without having to interact with it? Like a footplate so when you walk over it or near it it will automatically open.
Trying to figure that one out next. Having pressure plates would be great.
@@FourKings13 You may be able to use a trigger zone to detect when a player is "on top" of the plate (experimenting with different sizes so it only triggers when the player's feet are planted on the ground and not jumping above the switch) and use that to trigger a small movement in the plate and whatever action you want to be triggered by the plate (could be run through a timer to simulate the time it takes for the plate to depress depending on how responsive you want it).
Where is the get object position node
@@FourKings13 Yeah so looks like on any object, including the Pointer so it's invisible, can have a boundary added to it. Then in the script brain you need to add Area Monitor which goes to On Object Entered Area.
So yeah it's not really called anything obvious like a Trigger Volume (I think that's what it's called in Unreal Engine) but you can pretty much turn anything into an area monitor once you know how to do it.
Yes
Hey btw, I forgot to mention that you NEED to make sure to set the time it takes and the movement curve. Don't leave those fields blank or it might not work.
Also, you can't input a number over 1000 for some dumb reason, so if your positional coordinates include numbers higher than 1000, you might want to try figuring out how to use Get Position nodes. I'm still trying to figure that out myself so if anyone knows how to do it, please share!
Thanks, but what's a movement curve and what do I set it to?
It's just the momentum or movement type the object had. Mine for example starts quick and slows down with the ease out stuff. You can mess around with it and find what you like.
@Gunn3rdaPHNXIm watching on my small phone but looks like "ease out, sine" and 3.30. Also, make sure to set the time of the audio to the same as the movement. Or if you want the door to go a steady speed then use linear
how?
Have you played around with the Bots Scripting.
I honestly don't know how to get past Event - add bot.
Not to mention the only one that works withoit interaction is when ayer spawns.
At gameplay start doesn't spawn the bots
Thank you! This video going in to a list for later. Definitely need it in the future
What I wanna do is make breakable walls or doors. This is very useful thanks a ton yo.
thank you, this was very informative and easy to follow
Followed every step in here, and also added the movement curve.
For some reason my 2 doors just completely ignore the coordinates I have set for them to move to (I have checked it multiple times to make sure they are right), diagonally / randomly and weirdly and most of all, completely off target (way over 30-50m). No idea if it's forge just being absolutely broken or I am missing something important
Very clear and straight forward, thank you!
I work in Unreal and seeing how much this is like Unreal surprised me XD Though I was never great with Blueprint, which it's almost a 1:1
since youre using xbox a few things i see missing like rotating on the Y axis. and selecting single axis to move on. moving on z i've been using camera up and down. also.... im blind as a bat because the assets folders is missing lol
I've followed the node setup to the letter and read through the comments to try and get the fix I need but to no avail. My issue is that the door won't move, and I have set the translate Object duration to .50 seconds and still no movement. I am in Play Test mode where you hold the double square button and you can see vehicle/weapon pad items spawn in. I even tried the don't need number to vector 3 thing someone typed but still no dice... Any advice?
After a bit of tinkering I have solved my issue. The Number Nodes for X and Y had to be set for the doors X Y coords whle the Z, or direction object is moving in is set to the doors destined position. I also had to put Movement Curve to Linear.
@@havoccreations6746 Glad you figured it out. A lot of it involves tinkering around on your own. Lots and lots of trial and error.
thank you! super helpfult
Thanks it’s awsome
How do you get the object reference? Where is it in the menu?
In case you never found it, or someone else comes wondering. On PC you right click, on Xbox its Y
We need one in how to close it
Can you add custom audio? I would like to do a Rammstein show but without audio would be pretty strange
Absolutely. I didn't cover it fully here, but if you pause at the script shown at the end, it shows how I added audio and timed it with the door opening. I used an audio emitter to do it.
I thought Trials Evolution had a confusing build mode, this looks way harder hopefully I can do some cool stuff with it.
For Xbox how do you add a object reference ?
How do you input values? I’m on keyboard and i can’t seem to add numbers into the box
I set everything up twice the exact same way you showed on screen and the Node Graph fails to build bro
script brain translate object to point node missing required property. I can’t figure out what I’m missing or did halo change some things in forge
What door are you using and how do I get it its wide I need a wide door
If an object in dynamic it acts as a physics object, the problem I'm having is that, though the script works, I can also just walk into or shoot the door and it moves because its now a dynamic physics object. Is there a way to prevent it from being pushed around?
Yes, make sure it is phased or fixed. You probably have its physics set to normal.
I would also like to add to FourKings13 comment, Some objects when set to Dynamic has their physics bugged. For example the UNSC Heavy Door will behave like a normal physic object despite being set as fixed or phased, which is not intentional and definitely a bug. This is behavior at least from Forge. Not sure if the same thing happens in custom games, but the fact the object goes flying in play mode from be punched doesn't entice me to find out (as funny as it is that this happens)
@@SeanRa77 Indeed, I've noticed the same behavior with the UNSC Heavy Door. No matter what physics you set, it still acts as if Normal applies. Any other door doesn't have that behavior.
I want to make a door like this but I want 3 lights to be turned on before hand how do I do that?
I cant get an object to use as a door into the object reference node
How do you use the same button to now close the same door back to original position?
Is there a way you can open a door just by walking next to it?
Every time I get the coordinates in there it goes sideways. What am I doing wrong?
After I did all the steps in this video, plus all the extra+ additional steps that the creator of this video didnt even mentioned. . I actually realised that this script is totally useless for me. Why? Well, the whole script is made for one-time use, so technically speaking, once you open the door, it will stay opened till the end of the match, and thats not what most people wanted to do, or at least what I personally wanted to do. We need to have a script that allow as to open/close doors with the same switch multiple times, not just once. Sadly, Im just too stupid to find out how to make it exactly as I need, because the whole scripting is. . complicated, especially for non-native English speaking people.
I am trying to figure that out as well. The only way I know how to open it again is with another switch. The scripting is complicated even for Native English-speaking people like me, so don't worry!
I'm the most dumbfounded of just completely skipping steps or chopping out bits of the video. Like I have no idea where to find the required node to set the movement curve of the door. Just kinda brushes through steps in the video like you are supposed to already know how to use some of the features when I can almost bet most people that are looking up a guide like this have actually 0 clue what they are doing at all.
I figured out how to do it 😊
Make close and ba able to reopen it I mean
@@pokekris2228 I'm glad ya figured it out! I also ended up learning how to make my own brain and door switch combos cause these straight up don't work.
I mean I guess it works in the technical sense, door does indeed go down, but if you want to make real doors this will set you further away from making anything that resembles a real working door.
How do I make the wall has life? I want to recreate Beach Dead from Conker.
Why I can't add vector 3 to position?
It doesn't work
Imagine automatic opening doors from proximity sensors or floor pads
Is that possible
The Forerunner door does that on its own so I’m hoping we can do that with custom doors, or hopefully we get more animated doors.
@@Dellyboy666 It was in Little Big Planet
@@willwunsche6940 and no man's sky.
@@Korpus_Draige True. I should've thought of that since I play a ton of NMS. But Little Big Planet I would say is the more direct comparison. Since it's the only mainstream popular player creation tools I know of in it's own video game that is far more impressive than Forge.
How do you change the coordinates in the number box nodes? It wasnt explained and i cant figure it out, please help.
just click them and type in the number
How do you make an object reference?
Could you make the door close again?
You can, if you make another switch that moves it into the previous positional coordinates. It's pretty much the same setup. I unfortunately haven't figured out how to do that all within a single terminal yet, which would be ideal.
Didnt work for me
HELP
I am trying to make a pendulum for a race track.
The “rotate object to point” is good for a door, but how can i make it happen automatically?
Or how can i make an object slide up/down like a piston?
Using area monitors can make it automatic
My door doesn't go down like yours it just falls backwards
You might have the physics set to Normal. Try setting them to Phased.
My terminal won't let me activate it, the prompt won't come up
So my door that I’m trying to script has an x and a y value that is greater than 1000.00. When I attempt to plug in the numbers, it won’t go over 1000. I really hope that I don’t have to rework the whole map because of this door
Same but i saw some one else say something about a get position node
@@cb84_ Yeah, I had that issue recently. I am still fairly new and don't know how to use the get position node yet to get around that issue. It's kinda dumb that you can't input a number over 1000.
I managed to do it by adding the “add” node and do 1000+yourvalue. Plug it into the right vector slot
i put the x coords in the door, and they’re immediately changed to 1000. Anyone know why?
If you input a value more than 1000 it will default to 1,000 what you need to do is use in script “add” under math. Put 1,000 in one number box then put the other number in another number box. It will then add the numbers together and put the total as the the coordinates.
My Z is 1138.90 -- how do I match that when the max number it allows is 1000?? The answer : I can't. 343I... Forge beta has many bugs, it's basically H2A all over again for me...
I report it & they call it "feedback" -- tell me to go somewhere else & complain basically. This is a real issue that needs to be solved. I spent days on this map & I can't script anything. :(
This map is way too sexy... I hope they fix it.
The wonderful Christian (in the comments) said you can do a silly work-around by adding the numbers up w/ the math function.
Why doesn't the numbers go above a thousand?
how do you find that door
How do you add audio?
How can I make it go back down ?
fixed it but anyon else door just float away
I have the same stuff and the door doesn't work. I don't know it's not working I have been trying to fix it for hours
On your 'Translate Object To Point' Node Properties, make sure the Duration In Seconds is not set to 0. Set it to something higher, such as 0.50. That might fix it.
Yeah, also make sure you're in play mode.
I had the same issue, what I did to solve it was to have The Number Nodes for X and Y had to be set for the doors X Y coords while the Z, or direction object is moving in is set to the doors destined position. I also had to put Movement Curve to Linear. Maybe this'll help you out.
For some reason I can't interact with my switch help?
Try refreshing the play mode. Sometimes it bugs out. Also make sure there is the object reference for it.
Yeah you should see "Play Mode" NOT "Test Mode". If on Test mode you can walk around but can't interact. Have initial spawn for your player ready and placed where you want to be also.
have everything the same as yours but my door does not move :/
Need more details to fix. Make sure when you test it that you are in "play mode" not "test mode"?
My door broke
Didn’t work for me ?
Yes!!!!
Did you not think to show HOW to create the object reference?
You select the object you want to refrence while in monitor mode then open the node graph and open the secondary menu (Y on xbox) and it should say add object refrence. Or you can add the object refrence node and when you select it, hit X, then RB, and you can select object output for the item you want.
😮😮😗
didn't work
make sure you the time and movement curve set something and it work after that.
This is so dumb. My cords are above 1000 and that’s the highest it goes! 😩 H5s scripting was so much better.
I'm the 117th comment
Doesn't work
It didn't work.