Destroy Objects To Trigger A Script | Halo Infinite Forge Tutorial

Поделиться
HTML-код
  • Опубликовано: 31 июл 2024
  • Destroy any number of objects to trigger a script when all are destroyed, as well as keeping track of your progress at the bottom with the objective banner!
    •Zechariot Discord: / discord / Zechariot
    ___________________________________________
    All of my prefabs will be uploaded using the exact nodes and setup I used in the video. You may need to adjust object references.
    Prefab: www.halowaypoint.com/halo-inf...
    _______________________________________________________________
    _______________________________________________________________
    Chapters:
    00:00 Intro
    00:28 Map Setup
    01:00 Scripting
    08:42 Testing
    _______________________________________________________________
    _______________________________________________________________

Комментарии • 22

  • @EnCounterCultureMedia
    @EnCounterCultureMedia 6 месяцев назад +2

    This is great for a campaign mission and for a object oriented btb based around defense.

  • @Zombielab115
    @Zombielab115 6 месяцев назад +4

    Thank you so much. Your videos are the best. Others show like screen shots that are zoomed to far out, so you can't learn nothing. I liked that you used barrels too, again thanks!

  • @rowbers1
    @rowbers1 6 месяцев назад +1

    The goat back at it again. this will help many of us who haven't yet gotten around the use of variables.
    If you wanted some FX to spawn when the barrel is taking damage, you can set up a separate variable for this with a toggle attatched. 'Toggle boolean variable' so the FX only spawns once if your object has more than 1hp.
    Alternatively you could 'damage object' a large Fusion Coil, since large coils can be phased through other objects.

  • @XSquidbeatsX
    @XSquidbeatsX 6 месяцев назад +1

    I use this a lot, I spawned bots on destroying coils. A lot of fun.

  • @Colt3n29
    @Colt3n29 6 месяцев назад

    bout to use this on a campaign mission, thanks man

  • @flexdon5188
    @flexdon5188 6 месяцев назад +2

    Hey Zechariot, helpful videos as always, had a question about season 6..wondering if there's anything in particular you'd like to see in an update.
    Me personally (surprisingly) 😅 would like to see some more stuff for forge..I wanna see pelican vehicle and marine troop inserts (like the phantoms) and ai grunt mules, I'd also like the option to have players spawn with absolutely no weapons, just fists like in the training mode, I think it'd be useful in helping make some neat unique campaign or infection maps 👀

    • @-Zechariot
      @-Zechariot  6 месяцев назад +1

      I want to see a few things now that I'm in full swing.
      •GET IS VEHICLE NODE - This would be a complete game changer for a LOT of scripts, saving time and node space. For god's sake 343, please give us this
      •Set Unit/Object Shield Node - We already have a "Get Object Shield" node, so we need a way to set that amount as well.
      •Pelican Drop Ship - Just like you said, a way to bring in marines with a pelican. The pelicans function and are even drivable using a bit of a glitch in BTB modes, so to not see them yet is a surprise. There's even a way to drive the phantom in forge using a prefab someone made.
      •Plasma Rifle - I can dream, can't I?
      •Aerial Nav Mesh - Not sure how to go about this but we all need a way to make banshees work with AI, as well as Sentinels being added in. Also so Skimmers can function properly since they are what appears to be the Drone replacement.
      •Full AI invincibility
      •Infected VFX, both Alpha infected and regular.
      And some other things but those are some of my most wanted things for this next season. Mostly forge related as I don't spend a great amount of time in multiplayer.

    • @flexdon5188
      @flexdon5188 6 месяцев назад

      @@-Zechariot I'm the same, I mainly use forge and play firefight and custom games atm..
      And omg I didn't think about aerial nav mesh, still can't properly get ai banshees to stay in an area unless I box them in and they engage an enemy first, SENTINELS! Is also something I want to see.
      And yes to the plasma rifle, yes please, to add to that, give us the ability to give elites one handed weapons again! I noticed they cant even use the needler or plasma pistol in this game..

  • @acrustykrab
    @acrustykrab 4 месяца назад

    Thank u! I think this only works for single player or if only 1 player shoots the barrels.
    For some reason my core/barrel count is messed up because I'm playing in multiplayer, so different players shoot the core/coil. Sometimes I get 1/2 when both are destroyed, and someone else gets 3/2 at the same time. It's counting extra.

  • @theslayer9164
    @theslayer9164 3 месяца назад

    when i got to paste an object into node graph all i see is add node

  • @ahank1706
    @ahank1706 6 месяцев назад

    How long until the Vault of Glass is fully playable in forge?

  • @Projectcaleb33
    @Projectcaleb33 6 месяцев назад

    Nice! Keep up the good work. I’m struggling with getting my Ai to spawn in an infection custom game. They are rigged to a button and the scrip works in forge but when I go into a custom game nothing happens when I press the button. Any ideas on what I’m doing wrong ?

    • @-Zechariot
      @-Zechariot  6 месяцев назад

      The differences in custom games and play mode in forge is ridiculous for no reason. Things that soundly work in forge just break in customs a lot. Something I have noticed that breaks between the two a lot is "On Game Start"
      That node almost never triggers in customs but works flawlessly in forge. So I replaced it with "On Gameplay Start" and it works again. That doesn't mean that those are the nodes giving you the issue, but it's something to look at. Another thing is, though I'm sure they are on by default, check the custom game gamemode settings, in the AI section to make sure they are enabled.

    • @Projectcaleb33
      @Projectcaleb33 6 месяцев назад

      @@-Zechariot thanks so much for the reply! That fixed it! Now I’m on to struggling with my next script lol. I can’t figure out how to end the round when the alpha zombie is killed. Any tips?

    • @-Zechariot
      @-Zechariot  6 месяцев назад

      ​@@Projectcaleb33 Off the top of my head, I can think of a way that MIGHT work, I'm not in forge right this second so I can't test my theory out but
      At the beginning of the round, (using "On Round Start" node) check the allegiance of every player in the game by using "get all players" and connecting it to a "for each player node"
      Then get a "get FFA player allegiance" and plug that into the "current object" of the for each player node. Then use "compare teams" on that. Compare the ffa allegiance team to team 2.
      Using a branch connected to "execute per object" from the for each player node, connect the A=B from compare teams to the condition. From "if true" connect "Set object variable" and connect the "current object" from for each player into the "value" of the set object variable node.
      This also means you'll need to declare an object variable, so do that, then name the identifier for both of those the same exact thing. Then have the scope match as well.
      Now use an "on player killed" node. Grab a "Get object variable" node and name it the same as your declare and set object variables.
      In the object category get an "Are Same Object" node. Plug the killed player from "on player killed" to that node, as well as the object from "get object variable'
      Use another branch and connect it to the on player killed, the condition should be "are same object"
      Then just use "End Round' node from the "if true" output
      Sorry if that is a bit convoluted, I'm not as good with words as I am visual teaching

    • @Projectcaleb33
      @Projectcaleb33 6 месяцев назад

      @@-Zechariot awsome! I will give it a shot and let you know how it went! Thanks so much for all your help and these videos. It’s really reviving my love for halo forge and creative game modes!

    • @Projectcaleb33
      @Projectcaleb33 6 месяцев назад

      @@-Zechariot I scripted it like you said and although it seems to make logical sense, it still didn’t work. I could have messed up somewhere but I don’t think I did. Is there any chance of getting a video on this? Having the round end when the alpha zombie dies is crucial to a few old school game modes like fatkid. I’m sure there are others out there that would find the video super helpful!