HOW TO MAKE CAMPAIGN MISSIONS USING AI | HALO INFINITE FORGE

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  • Опубликовано: 1 авг 2024
  • Uber’s X handle: Uber_MG
    In this video I will be showing you how to make your own campaign missions using Halo Infinite's new AI NPCs!
  • ИгрыИгры

Комментарии • 48

  • @andrewp3358
    @andrewp3358 9 месяцев назад +15

    The next halo game could just be a fully fledged in depth forge and the community will make a campaign :p hehe

    • @AlexHristo
      @AlexHristo 6 месяцев назад

      Puts the franchise in our hands, because 343 couldn't satisfy us after 12 years.

  • @l.abuddy23
    @l.abuddy23 9 месяцев назад +6

    This really helps with my tank map. For sure, it's one of the best tutorials I've seen. Thank you very much!

  • @krasherz2274
    @krasherz2274 9 месяцев назад +3

    You and Uber should post these as prefabs dude, you guys are amazing with this

  • @reaxter5136
    @reaxter5136 9 месяцев назад +4

    keep it up men good job

  • @elgiornok7854
    @elgiornok7854 9 месяцев назад

    Thnks for the video Bro. I learn how yo scripting in 5 Days and Nights just to Made my own Campaing. This expands what I knew. Thank you so much!

  • @andrescardenas492
    @andrescardenas492 9 месяцев назад +1

    The Act Man’s cousin, Forge Man! Great work man

  • @amoonmonkey
    @amoonmonkey 9 месяцев назад +3

    The fact that its down to the fans to make potential fan-made campaign missions, makes me sad.
    Sure this is a great thing that we can do, but 343 should have focused on the story DLC as well.

    • @eliaxxz5360
      @eliaxxz5360 9 месяцев назад

      Yo had to be that guy huh?

    • @ZERO_FORGES
      @ZERO_FORGES  9 месяцев назад

      True, I’ve been looking at it like: fans can now play entire campaign missions for free. Since the multiplayer is free

    • @CptTaylor
      @CptTaylor 9 месяцев назад

      wouldnt it be funny if someone found out how to remake the entire campain in forge

    • @CptTaylor
      @CptTaylor 9 месяцев назад

      if no one says it we wont get any campain dlc you neandrathal@@eliaxxz5360

  • @LoudNoob
    @LoudNoob 9 месяцев назад

    RUclips recommended this. Great find indeed.

  • @thebossbrags
    @thebossbrags 9 месяцев назад

    Perfect video mate helped a bunch

  • @hughtravis
    @hughtravis 9 месяцев назад

    This is great dude, thank you

  • @icarus_the_heretic2660
    @icarus_the_heretic2660 9 месяцев назад +1

    Thank you this helped me for my campaign :)

    • @ZERO_FORGES
      @ZERO_FORGES  9 месяцев назад

      Awesome, glad I could help

    • @icarus_the_heretic2660
      @icarus_the_heretic2660 9 месяцев назад

      @@ZERO_FORGES question is it possible to kill all ai expect for one squad that is following you

    • @icarus_the_heretic2660
      @icarus_the_heretic2660 9 месяцев назад

      do you have an # on your gamertag? i can find you mine is normanShockwave@@ZERO_FORGES

    • @smefiregod6566
      @smefiregod6566 9 месяцев назад

      imagine a RTS/FPS Hybrid mod with large scale battle@@ZERO_FORGES

  • @joshuavasquez7787
    @joshuavasquez7787 9 месяцев назад +8

    This is cool. But I’m trying to make it so after all units are killed it triggers a spawn. That will help me a lot or just a tutorial on waves I guess.

    • @joeyflores9649
      @joeyflores9649 9 месяцев назад +2

      Same i almost figured it out but scripting is just to new to me

    • @ZERO_FORGES
      @ZERO_FORGES  9 месяцев назад +2

      So this sounds more like a firefight mode for what you’re looking for? I know the script for this, message me on Xbox: ZERO F0RGES

    • @ZERO_FORGES
      @ZERO_FORGES  9 месяцев назад +1

      @@joeyflores9649hey! Feel free to DM me on Xbox. I left my gamertag in this thread!

    • @Zeezke99
      @Zeezke99 9 месяцев назад +2

      I think if you watch the 343 stream that showcased forge ai last week then they showed how to set that up. It's around the 1hr 30ish minute mark

    • @williorio8733
      @williorio8733 9 месяцев назад +3

      Little late to the discussion, but there’s a prefab available for waves. All you’ve gotta do is plug in the spawners

  • @dirtydanpinheadlarry
    @dirtydanpinheadlarry 9 месяцев назад

    I have made a work in progress mission on Streets on my account. I need to figure out how to make a push splash to player only trigger once for each player and not once per player. If you have any insight and want to look at map let me know I would appreciate it.

  • @coolnameproductions1302
    @coolnameproductions1302 7 месяцев назад

    if an NPC gets in the vehicle, is there a way to keep the NPC alive as you drive through the pointer?

  • @elytheodst
    @elytheodst 9 месяцев назад

    Do you know why some of my spawners are linked together no matter what I do? Like I have two different scripting sequences but they are both still spawning at the same time.

  • @user-wb3cr6rj2w
    @user-wb3cr6rj2w 9 месяцев назад

    how do you get it to delete the object without killing all the marines?

  • @thesquabled9612
    @thesquabled9612 9 месяцев назад +1

    For the pointer and drop pod is there any way I can make it only spawn once? Everytime I go back into it it respawns

    • @shifty_dragon3679
      @shifty_dragon3679 8 месяцев назад

      Add into your script a "delete object" referencing the pointer. That way it despawns immediately after triggering the AI spawn

  • @CptTaylor
    @CptTaylor 9 месяцев назад +2

    so i have an issue and i doubt u will see this but its worth a shot, im trying to set this same thing up but im using generic zones because it wont let me scale the pointer and what happens is i move up and hit the first one just fine and it spawns the enemys, i clear them out and move to where i left the second one that would spawn the second room of enemys and it doesent do anything. if you know whats going on i would be so grateful for the help.

    • @user-wb3cr6rj2w
      @user-wb3cr6rj2w 9 месяцев назад +1

      yo you scale the pointer through object properties under bounderies, turn it on by selecting the shape you want than adjusting the size with the scrollers that appear.

    • @CptTaylor
      @CptTaylor 9 месяцев назад

      kick ass thank you, ill try it when im back at at my pc but thank you in advance@@user-wb3cr6rj2w

  • @brenteyskens1924
    @brenteyskens1924 9 месяцев назад

    Can you make the Ai follow you? And how do you make the ai get in your vehicle with you because I kept beeping at them in my warthog but they wouldn’t get in Haha, is that possible yet?

  • @LCVcultGaming
    @LCVcultGaming 9 месяцев назад

    would you or your buddy know how to deal with an issue im having? I am currently trying to have spawners on the map only be triggered when the specific squad that comes from it dies. I want a specific amount of certain AI and have all the spawners set to different squad labels. The "On Squad Remaining Percent" works to trigger it when it only linked to one spawner. As soon as there are 2 or more, when one squad dies (0% remain) ALL spawners are triggered. Is there a way to fix this? I have tried have them count as separate waves but the map can only have one wave active at a time. I believe the issues lies in the "On Squad Remaining Percent" node as there is not a way to specify what squad needs to be killed to meet the criteria to active spawner. So when one squad dies ALL instances of "On Squad Remaining Percent">"Trigger AI Spawner" activate. lmk if you guys can think of a way to make this work.

    • @user-wb3cr6rj2w
      @user-wb3cr6rj2w 9 месяцев назад

      change the squad name from alpha to bravo etc. then create its own strand using the spawners object reference, object list, wave, and wave manager. connect the object reference>object list>wave>wave manager and connect the on squad killed to wave manager. set wave to defualt in its settings and set wave manager to defualt aswell. this should make them infinetly respawn. if you do this with a whole different strand set the wave manager from defualt to map and change it every time to user 1, user 2 etc. only problem ive had with this is it dupes the units after they get killed. so if you have two marines it will eventually spawn four. also make sure to change the squad names aswell. Let me know if this works!

  • @TheRageEnterprise
    @TheRageEnterprise 9 месяцев назад

    Anyone know how to script an Ai to shoot something like a rock?

  • @Morphfex
    @Morphfex 9 месяцев назад +1

    What script would I need to do for a phantom to drop off more troops once the squad it had dropped off has died.

    • @ZERO_FORGES
      @ZERO_FORGES  9 месяцев назад

      So that would be a wave manager script. There’s an entire “wave” section in the script

    • @LosTresPollos7
      @LosTresPollos7 9 месяцев назад +1

      You can also do this by setting the Squad Label in the Object Properties menu to "Alpha" or "Bravo" or whatever you want, and use these nodes:
      On AI Unit Killed -> Branch (if true) -> Trigger AI Spawner.
      Then, grab these nodes:
      "Get Squads with Squad Label"
      "Get Generic List Size"
      "Compare"
      and get an Object Reference to the AI Phantom Spawner.
      Set the "Squad Label" field on your "Get Squads with Squad Label" node to "Alpha" (or whichever Squad Label you set the AI Spawner to) and plug the "Squad List" output in into the "Any List" input pin on the "Get Generic List Size" node. Plug your "Item Count" output pin into the "Operand A" or "Operand B" pin. Manually set the other "Operand" input pin to 0. Plug your "Compare" node's "A == B" output pin into the "Branch" node's "Condition" input pin. Lastly, plug your object reference to your AI Phantom Spawner into the "AI Spawner" input pin on your "Trigger AI Spawner" node.
      Obviously, you'll want to connect your main "driver" nodes together so it actually works. In plain english, here is how this node tree's logic works (as long as you have connected all nodes correctly):
      When any AI unit is killed, the "On AI Unit Killed" event node will fire. The game will then move to the "Branch" node, which will check it's condition for a True or False value. The true or false value will check if there are ANY squads still alive that have squad label "Alpha" or "Bravo" or whatever you chose. If that number == 0, the condition in your "Branch" node will be True, so the game will go down the node tree of "If True". That "If True" node route goes directly into the "Trigger AI Spawner" node, which obviously will trigger the AI Spawner you plugged into to spawn the AI.
      The *super* simple version is: When any AI dies, check if there are any squads left on Alpha/Bravo squad label, if there are none, trigger that spawner.
      This won't interfere with any other squads that don't have the squad label you chose, nor spawn AI from any other spawner not related to the squad label you chose, because we filtered for only searching for squads with Squad Label Alpha/Bravo/Charlie or whatever you picked.

    • @LosTresPollos7
      @LosTresPollos7 9 месяцев назад

      Its also worth mentioning that with that node tree setup I wrote above, the instant all AI units in that squad die, it will immediately trigger another phantom to spawn in and drop off more guys. If you want a delay between the squad with squad label Alpha/Bravo/Charlie being wiped out and more spawning, add a "Wait for N Seconds" node set to 10 seconds, 20 seconds, or whatever you want, in between your Branch and your Trigger AI Spawner node.
      Just note that if you use Squad Label Alpha, EVERY new AI Spawner defaults to Alpha. So if you don't go and set the AI Phantom's squad label to Bravo or Charlie or something (assuming you left every other AI spawner on label "Alpha"), you will have to kill ALL AI units on the map for that AI Phantom to respawn.

  • @GoatTrash4187
    @GoatTrash4187 9 месяцев назад +1

    Hi

  • @xXRand0mDudeXx
    @xXRand0mDudeXx 9 месяцев назад

    Gotta note that if u have ai in your vehicle and hit a load zone, they will disappear according to this video

    • @ZERO_FORGES
      @ZERO_FORGES  9 месяцев назад +3

      Yup. The next video I post will explain how to get AI in your “squad” permission to enter new zones without them despawning