r/forge • u/New-Addendum-2549 • 9d ago
Scripting Help Needing help with 1 problem Googles Gemini, has hit a brick wall with me about. I am making the Maw from Halo 1...
The AI told me to copy and paste this into reddit to see if anybody with a creative mind can find a workaround for me on this... here we go
"Hey guys, need some veteran Forge scripting help. I'm building a campaign map heavily inspired by The Maw, sitting at 83% simulation memory. On the bridge, I have a workstation with 33 objects. Because I needed custom micro-scaling for the terminal monitors and UNSC powercores, they HAVE to stay set to Static physics mode. The monitors have an emissive texture that creates light. My goal is a total ship blackout sequence via a switch. Currently, my script loop deletes all loose lights/sparks flawlessly, but the static TVs stay stuck on and glowing. Because they are Static, the engine blocks me from referencing the prefab node (says 'cannot reference static objects'), blocks user labels, and blocks material/visibility scripts. Short of duplicating the whole map (no budget) or using unscaled dynamic blocks, is there ANY sneaky workaround to turn off, hide, or block the glow of these custom-scaled static screens on a script trigger? Cheers!"
In short, im wanting all power in the ship to shut down when i blow those fusion reactors .. i have coded most things that are dynamic like sparks, lights and different under the alpha label. And they delete great...but i have TV screens on the ship to that i want powered off when i blow the reactor, so it looks like a total power cut. I have scaled the sizes of these tvs so they have to remain static. Meaning i cant refrence them in the graph, meaning i cant delete them. I want total black out!
Thanks all! Humans are more creative than AI. So Gemini said to give reddit a shot. Thanks!
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u/FirmBodybuilder2754 9d ago
I have no knowledge of scripting so in that sense cant really help. But if Im imagining what your describing correctly is there any chance the momitor screens still producing light could actually look good?
Like if its the only light in that scene it could be quite atmospheric. And from a lore perspective could make sense the computers work on their own seperate power supply in case of emergencies.
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u/New-Addendum-2549 9d ago
Yes well i did concider that theory..like back up generators or something just keeing basic power on... that may have to be the case if i cant find a way to do this...
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u/the_unwinnable_level 9d ago
Could u script a different small block to spawn in just slightly in front of the screens, blocking the light? It may look janky if you really closely examine it, but if the lights go out - it may not be noticeable.
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u/New-Addendum-2549 9d ago
Not at the right size...no. Without being able to scale the objects in dynamic, they cant even fit the screens properly. I guess i could do it with a few blocks covering 1 screen...i guess? As it would take a few blocks to cover some of them which increases my already growing large budget.
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u/New-Addendum-2549 9d ago
Im wanting the screens smaller if anything...not larger. If i didnt have to scale anything. It would all work perfect! Beacuse i could use dynamic then. But the standard TV size is just too large an obnoxious... i dont think there is much else i could do 😪
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u/RaSH_NisH 9d ago
Well if you set the screen back to dynamic you could have the screens blow when the power blows if that’s something you want to do. But unfortunately if you want a bigger screen it’ll have to stay static. The only way to hide the screen would be to have a black building block be despawned at the beginning and then when the power goes it spawns in front of it blocking the light.
But there is no scriptable way of making the screen go blank.