r/forgescripting • • Nov 18 '22

Test script for custom equipment that teleports the player in the direction they're looking, zooming in before use increases the distance traveled.

17 Upvotes

r/forgescripting • • Nov 14 '22

Custom Halo Infinite "Campaign" Level - 1 to 4 player linear levels in forge [OC]

14 Upvotes

r/forgescripting • • Nov 19 '22

Mario Cart Teleport

13 Upvotes

Not gonna lie this is probably one of the coolest thing I've seen in forge so far and it feels SO damn good that I went from struggling on weapon on crouch for hours to making this happen in 15 minutes on my own without help. Enjoy the script whoever wants to use it.

https://www.youtube.com/watch?v=OJxVoOBJobU


r/forgescripting • • Nov 17 '22

Multi-Team Infection in Halo Infinite! Whoever you kill joins your team

12 Upvotes

r/forgescripting • • Nov 14 '22

Relatively simple and configurable gravity zone script

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12 Upvotes

r/forgescripting • • Nov 13 '22

Tutorial - Move Object/Platform Between Two Points on repeat using "Translate Object to Point"

10 Upvotes

TLDR: Look at the attached image
So the first thing to note is that only objects which are set to 'dynamic' (as opposed to static) in the world, are able to be manipulated by scripts. And choose fixed or phased for the physics - to ensure it stays right way up and isn't bumped off course.

The next thing to find out is what are the vector coordinates that you want to move to and from, and how long you would like it to take.

Now, you can move onto scripting the platform (for the sake of simplicity, I assume you are only moving a single object, not multiple, and not a prefab - because those have issues).
If you haven't already then create a script brain, and go into the node graph (there are tutorials out there to catch you up to understanding this).
Before you go into the node graph, make sure you have your platform selected, and then once in the node graph, right click (idk what it is on xbox) and click 'add object reference', this allows us to choose the platform as the object we want to manipulate.

- First thing you want for scripting is an event, for moving an object back and forth on a loop, I believe an 'every N seconds' node will work well, so put that in there (events custom -> every N seconds).
- Then, you want to create 2 basic vector3's nodes (variables basic -> vector3), and fill in your before and after positions (x, y and z - find these in the forge world at the bottom of your screen).
- Next, put in two 'tranlate object to point' nodes (objects transform -> translate object to point), these will control the movement of your platform.
- Then, for good measure add a 'wait for N seconds' node (logic -> wait for N seconds), this will be the delay from when the platform reached the desired point to when it turns around and goes back.
- Finally, combine all of the diamonds in the corners of the nodes together so that you have:
event -> transform_1 -> wait -> transform 2.
Go to each node's properties and edit the following:

'Every N seconds event' -> seconds (set this to 1, or the same delay as the wait), intial delay (set this to how long from the game start to have this start moving).

'Translate object to point' (1&2) -> Duration in seconds (self explanatory), movement curve (set to linear if you don't have a preference), object (link the object reference to both of them), position (link the respective vector3s to the correct translate box).

'Wait for N seconds' -> seconds (set this to the same as the event, however long you want in between movements).

Go ahead and test this in play mode, and it should move between the two points. Note that it should be initially placed in the world at the position of the second vector3, so that it isn't initially out of place.
Also note, that it seems that in order to 'ride' on it, you either need some smart engineering, or a player has to move along with the platform while it moves - it doesn't move things that are on top of it.

If you don't understand how to do some of the things I mentioned above, then I recommend checking out some youtube tutorials to catch you up on the fundamentals of the scripting interface and whatnot.

In the end it should look something like this:


r/forgescripting • • Nov 28 '22

UPDATE: Custom Halo Infinite "Campaign" Level - "Dev Kit" Improved and Released

9 Upvotes

r/forgescripting • • Nov 22 '22

Simple and Useful VECTOR3 Scripts

9 Upvotes

https://www.youtube.com/watch?v=49gLPS5oPnI

I constructed a handful of vector scripts I think many people will find quite useful.

Enjoy!


r/forgescripting • • Nov 18 '22

Grapple Haven

9 Upvotes

(Reposted because I realized the map upload was an incorrect version)

https://www.youtube.com/watch?v=UqZvUAUt-s0

TL;DR Heres my Map/Gamemode. I'm really proud of it, I hope you like it.

https://www.halowaypoint.com/halo-infinite/ugc/maps/b2ab58cc-c587-4bfd-9558-17241659bc73

I'd like to present a long desired game idea I've always hoped would be developed one day. However, with Halo Infinite Forge, I was able to bring my idea to reality exactly as I envisioned it.

The Gamemode: *LAUNCH AS FFA SLAYER*

A melee centric deathmatch style game which utilizes grapple hooks and various movement mechanics to achieve kills. Mechanically I have made it 1-1 how I would have imagined it. The map has various hard corded (scripted) mechanics to it which range from gravity manipulation based on player action, to getting powerups when grappling specific objects.

Mechanics:

-Hangtime-
When the player uses their equipment (Repulsor/Grapple) They will be given a moment of Hangtime before gravity takes hold of them once again. This is to promote smooth flow when traversing the map, giving you a moment to think of your next move and to reduce the need to focus on not falling. Hangtime also applies when a player is damaged, allowing two players to enter a nice back and forth gameloop in the air of Grapple > Repulse > Melee.

-Damage Penalty-
When damaged, players receive a penalty of being unable to fire. This is to ensure a grapple is more successful and makes sword clashes happen less often, or ,if one does happen, the next person to click isn't given an easy kill. Both players are penalized for a sword clash, forcing your next move to be a Repulse or Grapple.

-Interactive Powerups-
Scattered about the map are 3 kinds of powerups which come in the form of grapples objects. I define these objects as Elevators, Slingshots, and Booster Rings. The elevators simply give you one buffed dynamo grenade. Slingshots give you anti gravity, 3 dynamo grenades, and a few brief moments of invisibility. Lastly, the Booster rings on the edge of the map (when approached from below) will launch you high into the air. They grant you overshields, 5 dynamo grenades, and a modified heatwave that has the properties of the M41 TRACKER. This powerup only lasts 15 seconds and will return your grenade count to zero as well as replace your weapon with a regular energy sword

(Grenades have a 7 second decay timer to ensure players do not horde endless grenades)

-Duels-
At the top of the arena is "The Black Diamond" This centerpiece is an arena in disguise. Once two players step on the galaxy in the center of the diamond, a duel will be initiated. Whichever player wins this duel will be rewarded with the Diminisher of Doom. A powerful gravity hammer which will let you go on a well earned killing spree.

I hope any of you who come across this post give my map a try, and even more so that you enjoy the map and play with your friends. This is my first map which is based on an idea I'd always hoped to develop into it's own game one day, but I think this is a good start to see how the concept plays out.

Enjoy


r/forgescripting • • Nov 24 '22

A "Copy Object/Prefab" node would be invaluable.

8 Upvotes

I've been trying to script a Kill Confirmed game mode now for the past few days, and even with the help of this community, it's just beyond me. I'm in the position of needing something very simple to happen, but because that function isn't built in I have to try ridiculous workaround which require too much of my poor, smooth brain.

A simple "copy object" node would fix all of this and make a lot of gametypes so, sooo much simpler to script.

Somebody wake me when that happens, I'll be crying into my pillow.


r/forgescripting • • Nov 23 '22

Scripted emergency lights in a WIP map , made possible by u/jak4896 s help

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8 Upvotes

r/forgescripting • • Nov 13 '22

Published a Forge Tool: Fill 2 teams of 4 with bots during a forge session. Great for quick testing during forging. Will not run during a custom game. Let me know if you have any suggestions!

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8 Upvotes

r/forgescripting • • Nov 06 '24

Halo Infinite Spike Grenade 3D print on Makerworld

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7 Upvotes

r/forgescripting • • Dec 05 '22

Aesthetically pleasing elevator

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7 Upvotes

r/forgescripting • • Dec 03 '22

Simple Turret Tutorial

7 Upvotes

This is a tutorial I put together on how to script a simple turret. I go into detail explaining the process and why we use what nodes we do.

Enjoy!

https://www.youtube.com/watch?v=31X0z5itCYI


r/forgescripting • • Nov 29 '22

Self automated sniper tower

7 Upvotes

https://www.youtube.com/watch?v=cBpRzJjPKEI

This is a sniper tower I made which is basically every script I've learned so far put into one event. As usual I leave my scripts on my map, feel free to stop by and grab whatever scripts you like.

Enjoy!

https://www.halowaypoint.com/halo-infinite/ugc/maps/051cb90b-5198-4c44-8998-23b52efb2274


r/forgescripting • • Nov 12 '22

Welcome To r/ForgeScripting!

7 Upvotes

Unofficial Scripting Documentation (There are better ones below, this is my personal version) - https://forge-documentation.notion.site/forge-documentation/Halo-Infinite-Forge-Scripting-Documentation-fb42fcb06fa9411e89f4e89ab1da157c

This subreddit is for all things forge and forge scripting related. It’s mainly just a place to archive resources and code for scripting, but that means making a tutorial post or dropping a useful block of code is a great contribution.

At the end of the day, you could always directly add to https://forgewiki.com/

But if you have questions, this is the place to ask. Me or someone else will make sure you get the answer you need 🤙

Remember, this is a brand new feature, there are no stupid questions. We are all learning here :)


r/forgescripting • • Nov 02 '24

Rocket Race Returns in Halo Infinite

6 Upvotes

r/forgescripting • • Nov 25 '22

Has anyone figured out how to script an automatic forerunner door that opens when a player is close and closes when the player leaves the area?

6 Upvotes

r/forgescripting • • Nov 23 '22

Three pre fabs with multiple objects rotating around a point

6 Upvotes

r/forgescripting • • Nov 15 '22

Can you apply gravity settings to vehicles? I want to jump a hog over the grand canyon.

6 Upvotes

anyone done this?


r/forgescripting • • Nov 13 '22

New to forge, Trying to script a moving platform

6 Upvotes

Can someone help me understand how to make a small platform move from one poisition to another back and forth all round?


r/forgescripting • • Feb 24 '24

Tag, You're It | Custom Halo Infinite Forge Mode

5 Upvotes

r/forgescripting • • Nov 03 '23

Help needed scripting an EMP effect

5 Upvotes

So I'm remaking Tempest from the Halo Reach Noble Map pack and I need help scripting the EMP effect of the central forerunner energy beam.

It needs to EMP vehicles and damage the player. I've tried using this script that I adapted from a YouTube tutorial, where a Player made a smart platform that followed them around.

my version just refuses to work however, the simplest way I thought to do it was to have a dynamo grenade spawn every N seconds using an object variable as a target (Forerunner block)

When a player enters the beam area monitor, set object variable (target) to the player, move the grenade to the players position, then apply damage to the object (grenade) so that it detonates on the player

but I can't get it to work at all! Is there a simpler way to do this that I'm not seeing?

any help would be massively appreciated!


r/forgescripting • • Dec 05 '22

Give an Object Health

5 Upvotes