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9/16/2010 8:33:10 PM
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Forge Required Objects Guide

Forge Setup information has moved [url=http://www.bungie.net/fanclub/forgeworld/Group/GroupHome.aspx]here[/url]. [Edited on 10.12.2010 6:42 PM PDT]
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  • I had a question about Infection and Headhunter gametypes. I've got all the required items, but it still says "incompatable". I was wondering if this was due to the fact that I've got vehicles on the map?

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  • Thanks!

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  • [quote][b]Posted by:[/b] KayODave Yo, I'm having an issue here. I'm trying to setup a map for team slayer, and I want to use respawn zones. The problem is, they don't work. I've set one to blue team, and two to red team. I've tried using every game label available when editing under slayer. Nothing's working. I've checked other maps with respawn zones, set my to the exact same settings, and got nothing. Help please. I don't know what I'm doing wrong =/[/quote] I'm going to guess that you have no respawn points placed inside of them. They are REQUIRED for respawning to work. To be honest, respawn zones aren't even necessary, they just make a map better. Keep your respawn points set to neutral so that they will work for FFA, but set the zones to teams IF you would still like to influence spawning that way. Also, Mr. O'Than, Page 28, the 2 biggest questions you've gotten, we asked them because we get asked them, everyday, by loads of people, whom you don't see asking here because they already know the basic aspects of Forge. [quote]Number 1: I have done multiple experiments with Weak and Normal Respawn Zones and have only served to show that, if a Normal Zone exists, no threat level is enough to cause the character to spawn in the Weak Zone. Understanding that they are simply rated by boosting effect, what parameters (enemy/current death/dead teammates/grenades proximity) influence the dampening of this effect that would cause a player to spawn elsewhere (in a different Zone? Namely, I need to know if a Weak Zone (or many) is (are) will even be used if one or more Normal Zones are placed. Number 2: Using as much of a Control Group as I could, I also attempted to delve into spawn ordering with Respawn Zones; I noticed no changes in behavior under any unique circumstances except that it might be influence by how high the number is (higher number equals more boosting. I need to know if I am able to set priority for each spawn zone. Number 3: I've basically settled for building my maps using nothing but Weak Zones (and Anti's where applicable), and have noticed no issues with spawning (or spawn camping). I've also thought to put in game type specific Normal Zones to further influence (namely by creating stricter and stronger spawn zones) spawn location and make it so that players will still spawn able to defend, etc. if the enemy is close, they died right there, or there is some other form of danger nearby. Do you have any thoughts on how exactly they are meant to be used? Number 4: Any chance we could get informaton on spawn ordering for each specific object tag and non-scenery/structure/weapon/vehicle/gadget item (like spawning items, objectives, etc.)? Number 5 (least important question): Sequential Hill fix, etc.; heard anything that you can tell us?[/quote] [quote]By "I"... Ardly actually means "we" as in me and Godly. You're so selfish bro :P... rofl. Anyways, I pretty much have the same questions as Ardly does. After our testing it seems that mixing a respawn zone in with weak respawn zones is not a good idea. What I am wondering is how different would a map be with one version with only multiple respawn zones and another version with multiple weak respawn zones. It seems the weak respawn zones are much more effective for standard competitive and MLG maps as they take more variables into account and are much more cautious in spawning players within themselves. Also a couple of tests for the spawn sequences made it seem like a higher spawn sequence generated a higher priority for spawning. Also the farther away a respawn zone was the higher priority it seemed to have as it is assumed to be safer. But there were several times that it seemed there was another variable or two in place. What I'm curious about is if the spawning system takes a time frame of deaths into account. So that multiple deaths in one area would make it less safe than if one death occurred in that area. Any insight on this would be great. Regardless thank you for the time you put into this, we do realize that this is a thread for tags we were just hoping for some feedback if we can get any. *crosses fingers*[/quote] Long story short, Spawn Orders for spawning items and Priority of Spawn Zones (in relation to spawn order), namely because it seems illogical that you and yours at Bungie would make it so that a map full of weak respawn zones is completely ruined by one normal one. [Edited on 10.08.2010 8:52 AM PDT]

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  • [quote][b]Posted by:[/b] justme78 I'm having some trouble with item placement in Forge as well, hoping you or someone else can lend a hand. Seems that when I place a few particular weapons, others spawn in their place during game play. Sword = Plasma pistol Concussion rifle = Needle rifle Needler = Magnum Also, I downloaded a re-do of "Turf" and instead of a Warthog, a Mongoose vehicle was in it's place. I went in to forge to change it, and a Warthog was there. I have tried to make sure that game specifics are turned off, and otherwise settings are correct, so I'm stumped. Is Forge busted or does it have bugs? Help appreciated.[/quote] Try standard slayer game. Some game type substitute mongooses for all other types of vehicles. I believe Slayer Pro is one such game type, but I don't quite remember off hand.

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  • thx man that helped alot!!!! :)

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  • [quote][b]Posted by:[/b] JonnyOThan [quote][b]Posted by:[/b] Daverian This question pertains to both forge and custom options -> Rocket Race. Was this made with the tools the community has, or not?[/quote]Rocket Race was made with tools that are not avaialable to the community.[/quote] ah, to have that much power..would be AWESOME! "The Forge for Game Types" Things I would do with such a tool: - add scoring options to Rocket Race. extra points for kills, splatters, so on. Just for the purpose of creating custom games. And add the option to enable/disable destinations in rocket race, so you could play a game just for kills, from the back of a mongoose. - add the ability to spawn on team mates in games other than Invasion. -enable tiered load-outs in games other than invasion -set number of Juggernauts -set number of playable teams (so if you want to play 2 teams, it forces players to either red or blue. You can't be another color) -set max number of players per team (perhaps to force teams of 2, so people don't join your Rocket Race custom and make you a team of 3) - enable safe havens or "Custom Power-Up Hills" (you have Custom Power-Up traits while in the hill) in a game based on Slayer (well I guess we could base that one on KOTH, and just add a scoring option for kills). - Bring back VIP! - The possibilities! They are endless! Of course I'd understand if you don't make it uber powerful like what Bungie has, and I'm sure not all my suggestions above would be possible, but even just the ability to add different ways of scoring would be nice. And perhaps to be able to add traits that effect specific players like, Leader, Driver, Passenger, Gunner, VIP (only applicable in team games), or Last Man Standing (on your team), in almost any game type. "Forge for Game Types." Might something remotely like this be possible, Bungie?

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  • [quote][b]Posted by:[/b] Hylian233 Sorry to repeat, but is there a way to set up tiered loadouts in a Slayer gametype? I've made three tiers, but I can't make them work. Thanks[/quote] It makes you wonder why 3 tiers are available in every game type's settings under general settings>spartan/elite load-outs if they can only be used in invasion game types... but I guess generals settings has to be the same in every game type, as "These settings are common to all game types" I don't think you can do 3 tiers in Slayer.

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  • [quote][b]Posted by:[/b] RadioheadBECK This isn't exactly a [i]Forge[/i] question, but it goes under the whole map-making thing. Anyway, is there a method for making a slayer mode where the player traits of each team can be customized individually?[/quote] as far as I know, the only way to do that was in one-sided VIP. It still makes me sad they removed VIP from Reach. In Invasion Slayer, you can give the two teams different load-outs, but I don't think you can change player traits like shields and health, weapons and damage, etc per team.

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  • ok i got the territories to work, but in the gametype options it only lets me select 1 or 5 territories to show. i have more than 6 on the map and choosing to have the max terries only shows the first five during a game. can i change this somewhere to include all of them? thanks

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  • [quote][b]Posted by:[/b] JonnyOThan [quote][b][u]Juggernaut[/u][/b] nothing special For purposes of spawning, the juggernaut is blue team and everyone else is red team. [/quote] [/quote] I setup my map to play Juggernaut last night and discovered that while the juggernaut is blue team and everyone else is red team, this is a FFA and you must have multiple neutral spawn points to get them to spawn correctly. Also, when I was setting up the stockpile variant and testing it, I discovered that the flag spawn had a "fair" and "random" setting. It started random, and I didn't like the fact that one side had a flag near their capture area while the other did not. So I changed them to fair. Then I discovered that if one side captured 4 flags, the only flag spawning would occur as close as possible to the losing team side. This is not fair in the correct sense, as it is favoring the losing team. I have to do more testing, but random is actually looking "more" fair than fair does.

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  • I love you, thanks

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  • Okay. How do you set the bomb spawn/scoring points? I have looked through every single thing I could think of to spawn one. All efforts have been fruitless. If someone could please tell me where to access these, even if it is stupidly obvious, this would be much appreciated. Thank you.

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  • King of the Hill question: Ok so it's probably not there, and maybe my friends and I are just blind but; Can I set contested/ uncontested settings for hills? I know this is more to do with the Custom Game settings than Forge, but I thought maybe the option was hill object specific. Just to clarify I'm talking about the ability to set a hill so time can still be gained even if there are opposing players in the same hill. Vital for FFA KotH variants, I was shocked not to be able to find a setting for this. And if not, could you please ask the relevant parties if it could be added in a future update? Thank you. [Edited on 10.07.2010 4:00 PM PDT]

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  • why exactly was alpha zombie removed? i miss some of the maps i made in halo 3 but there's no point in remaking them because they need alpha zombie. more on topic..: this info has actualy been very helpfull with a map i've been making with 2 friends and some realy realy good feedback. edit: lol just noticed, you can report your own post? [Edited on 10.07.2010 1:31 PM PDT]

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  • This is probably the first thing that could actually help me out.

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  • Hey there, Im having trouble trying to get the spawning right for the defenders in my invasion map, this what I want to achieve. After the attacking team has won a objective, the defending team can no longer spawn where they were defending, but instead only spawn at the second objective, and the same thing for the third. Im having trouble trying to do this, so help would be apperiecated (if any) Thanks :)

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  • Nevermind, I figured it out right after I posted. I set the label to Team_Only and the Game Specific to True. I hadn't set it to true before lol.

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  • Hey, I have a map where the red and blue spawns are protected by a one-way shield. however, this means that in infection, the players can just sit behind the shield and be totally safe from the zombies. Is there any way to set up the shields so that they spawn in all modes [i]except[/i] infection?

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  • [quote][b]Posted by:[/b] JonnyOThan [quote][b]Posted by:[/b] Daverian This question pertains to both forge and custom options -> Rocket Race. Was this made with the tools the community has, or not?[/quote]Rocket Race was made with tools that are not avaialable to the community. It is a slight variation on the Rally gametype, but there were bugs in the Team version of Rally that we couldn't fix before shipping, so it was disabled. Those have now been fixed in the Rocket Race version. You can always save the Rocket Race variant out of your recent games list and tweak it for custom games.[/quote] Since those bugs that caused you guys to disable it were fixed, would it be possible to ENABLE it via update?

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  • [quote][b]Posted by:[/b] Brimtown Is there a way to make turrets show up in Infection games?[/quote]The "vehicle set" option in the Infection gametype is probably set to "no vehicles." We screwed up the "turrets on map" option (it doesn't work at all) but the vehicle set DOES affect turrets (like in Halo 3). [quote][b]Posted by:[/b] justme78 Seems that when I place a few particular weapons, others spawn in their place during game play.[/quote]Your gametype probably has a weapon remapping set up (sounds like Arena settings). [quote][b]Posted by:[/b] SgtYork52190 hey im trying to make a territories map for an asymmetric land grab game[/quote]This is a contradiction. Asymmetric gametypes have all the territories belong to one team at the beginning. Land Grab games are symmetric. If you set it to asymmetric and you only have players on Red Team, then no one will be able to capture territories because they all belong to Red Team already. [quote][b]Posted by:[/b] Daverian This question pertains to both forge and custom options -> Rocket Race. Was this made with the tools the community has, or not?[/quote]Rocket Race was made with tools that are not avaialable to the community. It is a slight variation on the Rally gametype, but there were bugs in the Team version of Rally that we couldn't fix before shipping, so it was disabled. Those have now been fixed in the Rocket Race version. You can always save the Rocket Race variant out of your recent games list and tweak it for custom games.

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  • [quote][b]Posted by:[/b] PsychoTEX There are new destination spawning options in Reach though. You can choose "fair" or "random." [/quote] I was testing my new map last night in stockpile and had the flag spawning set to fair. What I noticed was that if one team had 4 flags captured and the other team had zero, then the flag consistently spawned only at the flag spawn point nearest the losing team. It appears that Bungie thinks that fair means to give the losing team some help. I pulled seven flags from that point and consistently the only flag that spawned was at that point. When you think about it, that is neither fair nor random, but more akin to a cheating mode. So as much as "random" may seem to randomly give one team a slight edge over the other, it actually is more fair than the "fair" option, because it does not favor either side.

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  • Hi I noticed that there are a few things that can improve the forging mode. 1. If somebody has made a really nice map but wants to move it all together and not piece by piece. Bungie could make a item much similar to the safe zones and kill zones but this zone will affect all placed items within it. For example every placed item has its own ability to be grabbed and placed much like many designated pieces have many designated movement area in which to grab and place. So with this movement zone it will mesh all the item areas into one making a full map or ship ect capable to be moved at once. 2. Much similar to the first one up above however you can set it up to move during a game from point A to point B over a set period of time which will in its own self affect the speed of things. Can you imagine you could make elevators, moving mazes, boats, space ships like in starwars with the city, you could even pull a super mario where the sun moves and kills you aka the kill ball. With these two simple things forge and custom games will become a much bigger highlight of the game then they are now. One could say you could remake a horror film say SAW hehehe. :) Literally you can remake anything and the game can truly be interactive I mean when you think about it there are two major forms of data 1 the default data of forge world where there is now items AND 2 the placed items themselves with a different form of data that you can affect in many ways.

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  • [quote][b]Posted by:[/b] JonnyOThan [quote][b]Posted by:[/b] Daverian I've had the same issue with propane tanks that I've placed ON THE GROUND. When I shoot them, they zoom across the map and explode. Then respawn WHERE they exploded, not on the ground where they were originally placed.[/quote]Are you shooting them in forge or in a custom game? Try this: Set fusion coil to fixed. Place it in the air. Press X while highlighting fusion coil (don't grab it!) Change physics to normal Shoot it. I think what's happening is that the forge doesn't "lock in" an object's position until it comes to rest.[/quote] I tried it a few different times and each time it worked for me. Thanks. This question pertains to both forge and custom options -> Rocket Race. Was this made with the tools the community has, or not? I know you can't enable teams in the Race gametype custom options, but Rocket Race has teams? So, is it a different gametype set up and forged to be like Race? If we don't have these tools, will we get them? I thought it might have been king of the hill forged + some options, but you start on vehicles and when you get off you only have a few seconds to get back on.

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  • [quote]Posted by: elite897 Hello, it's the idiot again. More territory questions, yay. I spawned an open bunker and set it to "terr_object" and then spawned a small rock and did the same. My gametype is going to be asymetric (once you capture a territory it locks)so I set the territories to that, for the hell of it. I then go into custom games with an asymetric territoy mode I made and start the game, but the territories wont show up. Not only the territories, but the actual objects that they are. Any ideas?[/quote] Don't know if this was answered yet or not, 30 pages is too much to read, It sounds like you need to put a hill marker marked with "Inv_Objective" with a defined size. PM me if you have more questions or send me an invite on XBL: Spendapholiss

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  • hey im trying to make a territories map for an asymmetric land grab game, and i have all the territories set to "terr_object". and i set them to spawn sequence other than 0. but when i try to play the game the attackers arent able to capture the territories, i.e.- when inside a territory, nothing happens at all, no count down. it just doesn't do anything. so are you sure their is nothing else to label or change? also in the gametype options i only have the option for 1, 5, or 10 territories, i know i can put more in the map, but does that change anything? thanks

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  • I'm having some trouble with item placement in Forge as well, hoping you or someone else can lend a hand. Seems that when I place a few particular weapons, others spawn in their place during game play. Sword = Plasma pistol Concussion rifle = Needle rifle Needler = Magnum Also, I downloaded a re-do of "Turf" and instead of a Warthog, a Mongoose vehicle was in it's place. I went in to forge to change it, and a Warthog was there. I have tried to make sure that game specifics are turned off, and otherwise settings are correct, so I'm stumped. Is Forge busted or does it have bugs? Help appreciated.

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