I have noticed that right clicking on an empty space in the node graph can sometimes give you the option to add an object reference directly. I guess it becomes available when you have selected an object in forge. This would save a lot of headache establishing object references manually.
Could you do a video on how to get lighting while the sky is dark on a forerunner style metal and about reflection orbs? I’m having a hard time getting it right.
What would you do if you want that ball to respawn 15 seconds after is despawns? I'm having trouble getting that to work on my map. Can an object be respawned after the Delete Object node deletes it?
Yes! As a matter of fact, that was originally part of my video to show you can respawn destroyed objects! After the object is deleted, just add another Wait for N seconds Node, and then place a Spawn Object node. Since you're listening for the Object Spawn event initially, the logic will all "loop back" on itself and continue to execute indefinitely.
I liked the speed that you discussed things and how you didn't do something without explaining why you did it. But you should work on the clarity of the video. It's dim.
I can find anyone who can tell me how to SPAWN objects. Not spawn them from monitor mode. I want where if I press a button it spawns a certain object in a designated place. Any tips?!
Hey man, thanks for all these how to videos. I have a question on scripting weapon spawns. Is there a way to script weapons to spawn on the map with less than 50% ammo in the gun? Currently 50% is the lowest you can set for the initial spawn. I'd like to go lower for a survival map I'm making.
@@3nduri There are a few things I've been running into, like scaling dynamic objects, as well as not being able to create asynchronous code around events. Looks like custom events are all synchronously executed.
Do you know if theres a way to do this same thing, but with a static object like a wall ? I mean... i put a wall and i want it to dissapear after few seconds, just like that soccer ball
Not with static objects unfortunately. That is a limitation we'll have to be creative around. I believe this is likely due to how Halo Infinite's Entity Component System (which is my guess) functions, and performance reasons around rendering changes in the scale of objects. But I could be suuuuper wrong about that. Don't quote me. Thanks for the question!
@@0x8080 Thanks for the answer man. The idea was for a moongose sumo map i am trying to finish, and thankfully i found another way of eliminating the players: using some timed "kill balls" ( i dont remember the correct name) to act as a kind of shrinking circle that kills u instantly if u enter it. Would be so much more fun if i could get the floor to disappear, but i guess 343 screwed that lol
Do you know if you can reference a player? On the description of the Object Reference block it says that players also count as objects, however I can not figure out how to reference a player.
Yes, you can refer to players as objects. Feel free to pass players around as objects through things like custom events, that way you can keep your code simple! Stay tuned, I've got a tutorial in the works to show you how I assign who is the airstrike commander. Happy Forging!
@@0x8080 I get the fact that you can refer to players as objects but I was more wondering on how to actually do it. Whenever I try to reference an object and I go to the object folders, there are no objects that says player. I'm not sure if I am missing something in the folder or if there is something else you actually have to do to reference a player. I want to know how to actually have the Object Reference node display a player.
@@ramenhair727 I see! When in Node Graph, in Node Browser > Players, there are several nodes which can supply you with players. You always want to use those nodes to find players, and sometimes you need to add logic to filter out which player you want to work with. Definitely check out some of my newer videos where I cover modifying player traits, and assigning special roles to players.
Thanks for the video it was helpful. Do you know the best way to reference multiple objects at the same time to a “delete object” command? At the moment I’m having to duplicate each one.
Yes! Instead of duplicating your code to delete, instead, declare a new object list variable, store your objects in that list, and when you're ready to delete those objects, use a For Each Object loop to delete each object. Hope that helps!
You can allow objects to move through each other by setting the Physics mode of the object to "Phased". You'll find it in the Object Properties window towards the top while selecting your object in the world. I'm not exactly sure about invisibility, but you could always despawn and respawn an object. After objects are destroyed, you can respawn them with the same Object Reference 😊
I'll definitely help where I can! Where you thinking of making a single object be affected by gravity differently, or do you mean for an object to simply have less mass? I'll have to look into what's available for mass/gravity.
@@unrapex4053 Okay, so I've been digging around and I cannot seem to find anything that will allow us to modify the mass of an individual object. I did have a bit of a sloppy idea on how you may be able to implement it, though I don't believe it work. You could always scale the velocity of the object, but I don't believe this would really work, as it would continue to scale the velocity.
I have noticed that right clicking on an empty space in the node graph can sometimes give you the option to add an object reference directly. I guess it becomes available when you have selected an object in forge. This would save a lot of headache establishing object references manually.
Man your video made my life easier! I can finally make my object move
HI Forge is basically a kid friendly dev kit. Lmao this will be fun
It definitely is. So for us professional software developers, it's a real treat.
Great video, but I love how passive-aggressive the script you created is.
"When anybody spawns a soccer ball, delete that shit!"
Hehehehe.... THE WAR HAS ONLY JUST BEGUN o_o
Could you do a video on how to get lighting while the sky is dark on a forerunner style metal and about reflection orbs? I’m having a hard time getting it right.
You bet!
@@0x8080 thank you that would help me out so much.
What would you do if you want that ball to respawn 15 seconds after is despawns? I'm having trouble getting that to work on my map. Can an object be respawned after the Delete Object node deletes it?
Yes! As a matter of fact, that was originally part of my video to show you can respawn destroyed objects! After the object is deleted, just add another Wait for N seconds Node, and then place a Spawn Object node. Since you're listening for the Object Spawn event initially, the logic will all "loop back" on itself and continue to execute indefinitely.
how would I reference a grenade that has been thrown? I want something like this:
If throwngrenade enters area: add 1 to numeric value
Is it possible to reference a prefab? To get it to move and such
I created a prefab of weapons but I can't select that prefab as the object in my object reference node... Any idea why?
Do you have HDR turned on? looks washed out and dark. turning HDR off or if you have the newest version of OBS can help alleviate the issue
Thanks for the tip, I actually did have to work around HDR and currently don't have a capture card.
How do you add a new object to an existing script? I only know how to script a single object at a time...
I liked the speed that you discussed things and how you didn't do something without explaining why you did it.
But you should work on the clarity of the video. It's dim.
How can you make map screenshots for preview your map in the list?
And other, my start camera goes crazy, its not calm...
How do you set the object reference to be a player?
How can I scrip power seeds, I only found power seed spawn but dont know how to use it, I just need a single seed to power up doors or other things
I can find anyone who can tell me how to SPAWN objects. Not spawn them from monitor mode. I want where if I press a button it spawns a certain object in a designated place. Any tips?!
Hey man, thanks for all these how to videos. I have a question on scripting weapon spawns. Is there a way to script weapons to spawn on the map with less than 50% ammo in the gun? Currently 50% is the lowest you can set for the initial spawn. I'd like to go lower for a survival map I'm making.
Probably need to script something like when they pick up the weapon it clears ammo then refills to the amount you want or something
W vid, very well explained.
Sucks you can't do this with static objects or scale dynamic objects
@@3nduri There are a few things I've been running into, like scaling dynamic objects, as well as not being able to create asynchronous code around events. Looks like custom events are all synchronously executed.
So you can't run different events at the same time? One has to finish before going to another?
Do you know if theres a way to do this same thing, but with a static object like a wall ? I mean... i put a wall and i want it to dissapear after few seconds, just like that soccer ball
Not with static objects unfortunately. That is a limitation we'll have to be creative around. I believe this is likely due to how Halo Infinite's Entity Component System (which is my guess) functions, and performance reasons around rendering changes in the scale of objects. But I could be suuuuper wrong about that. Don't quote me. Thanks for the question!
@@0x8080 Thanks for the answer man. The idea was for a moongose sumo map i am trying to finish, and thankfully i found another way of eliminating the players: using some timed "kill balls" ( i dont remember the correct name) to act as a kind of shrinking circle that kills u instantly if u enter it. Would be so much more fun if i could get the floor to disappear, but i guess 343 screwed that lol
Do you know if you can reference a player? On the description of the Object Reference block it says that players also count as objects, however I can not figure out how to reference a player.
Yes, you can refer to players as objects. Feel free to pass players around as objects through things like custom events, that way you can keep your code simple! Stay tuned, I've got a tutorial in the works to show you how I assign who is the airstrike commander. Happy Forging!
I just uploaded a new video on how to assign special roles in your game modes. Be sure to check it out if you're interested in working with players!
@@0x8080 I get the fact that you can refer to players as objects but I was more wondering on how to actually do it. Whenever I try to reference an object and I go to the object folders, there are no objects that says player. I'm not sure if I am missing something in the folder or if there is something else you actually have to do to reference a player. I want to know how to actually have the Object Reference node display a player.
@@ramenhair727 I see! When in Node Graph, in Node Browser > Players, there are several nodes which can supply you with players. You always want to use those nodes to find players, and sometimes you need to add logic to filter out which player you want to work with. Definitely check out some of my newer videos where I cover modifying player traits, and assigning special roles to players.
@@0x8080 Okay thank you so much! This will greatly help me
Thanks for the video it was helpful. Do you know the best way to reference multiple objects at the same time to a “delete object” command? At the moment I’m having to duplicate each one.
Yes! Instead of duplicating your code to delete, instead, declare a new object list variable, store your objects in that list, and when you're ready to delete those objects, use a For Each Object loop to delete each object. Hope that helps!
@@0x8080Thank you! I’ll try that
How do you turn off object collision? Also, how do make objects invisible but still exist in the playspace?
You can allow objects to move through each other by setting the Physics mode of the object to "Phased". You'll find it in the Object Properties window towards the top while selecting your object in the world. I'm not exactly sure about invisibility, but you could always despawn and respawn an object. After objects are destroyed, you can respawn them with the same Object Reference 😊
oOoooooOook but how do you reference players! And are players considered objects???
How do I make objects lighter
I'll definitely help where I can! Where you thinking of making a single object be affected by gravity differently, or do you mean for an object to simply have less mass? I'll have to look into what's available for mass/gravity.
@@0x8080 mass so like if you crash into an object it reacts a lot better and gets sent flying
@@unrapex4053 Gotcha, I'll take a look and see if I can find mass related settings for objects.
@@unrapex4053 Okay, so I've been digging around and I cannot seem to find anything that will allow us to modify the mass of an individual object. I did have a bit of a sloppy idea on how you may be able to implement it, though I don't believe it work. You could always scale the velocity of the object, but I don't believe this would really work, as it would continue to scale the velocity.
PLEACE CAN YOU DO A VIDEO ON THE SCRIPTING FOR A WORKING DOORS !!!! I’ll subscribe if you do 😂
Absolutely! Automatic doors like the ones on Catalyst? Or a manual one with switches?
Switches would be amazing
@@simmo82 Awesome, you've got it! I'll probably do two videos. Right now I'm almost done with an automatic door system.