Inside Gaming

Would you like to react to this message? Create an account in a few clicks or log in to continue.


Please advertise our site on other forums, and Tom will personally love you for da rest of his life -.- (Admin made me do this Sad)
please donate Very Happy -

    The Ultimate Forge Guide (Everything you need to know


    Posts : 28
    Repo : 0
    Join date : 2011-04-02
    Age : 29
    Location : Ireland

     The Ultimate Forge Guide (Everything you need to know Empty The Ultimate Forge Guide (Everything you need to know

    Post by Ericdineen Sat Apr 02, 2011 9:24 am

    Object labels
    There are no gametype-specific objects anymore like there was in Halo 3. Instead, we have labels that you can assign to ANY object to make it recognized by the game engine.
    First, you must select the gametype you want to edit in the forge lobby. The default is "basic editing" which will allow you to view and remove labels from objects, but not add new ones.
    You set a label on an object in the Advanced tab of the object properties (press X when holding or highlighting and object)

    Safe/Kill Volumes
    First, the absolutes:
    Kill volumes have highest priority. If you enter an immediate kill volume (that is, not the soft kind) then you are dead. If you enter a soft kill volume, then you are "out of bounds." Being out of bounds starts your ten-second countdown for you to get back in bounds.

    Safe volumes are the opposite. If at least one safe volume is on the map, then you are in trouble if you are not inside at least one of them. If any of the safe volumes are immediate, then you will die as soon as you are not inside a safe volume. If all of the safe volumes are "soft," then you are out of bounds and your timer will count down.

    Typically you want to make one large soft safe volume over the playable area of your map, and then fill in trouble spots with soft kill volumes. And if you have some kind of falling-to-death area, cover that with an immediate kill volume.

    Respawn Influencers
    A red team anti respawn zone will cause red team to never respawn there.

    All types of respawn influencers only affect the team that owns them (or all teams/players if they belong to neutral).

    Non-neutral influencers do not affect FFA spawning, except in FFA gametypes with fake teams like Infection and Juggernaut. In Infection, humans are Red Team and zombies are Blue Team. In Juggernaut, the juggernaut is blue team and everyone else is red team.

    "team_only" - these objects will not spawn in a FFA game
    "ffa_only" - these objects will not spawn in a team game

    Each gametype supplies a label that can be used in conjunction with the "gametype-specific" setting that you can use to make any object only appear in a specific gametype. This label is typically the same as the name of the gametype (e.g. "ctf" or "headhunter").

    Generally things you label should also have the "gametype-specific" flag set on them, otherwise they will spawn in other gametypes too!

    "as_bomb" - REQUIRED - bomb spawns here (team-specific, can be neutral)
    "as_goal" - REQUIRED - plant bomb here (team-specific, can't be neutral)
    "as_res_zone" - respawn zone (influencer) which is active when your team's bomb is not planted
    "as_res_zone_away" - respawn zone (influencer) which is active when your team's bomb is planted
    Note that you CANNOT plant a bomb on the as_goal object if the team that owns that goal is not active in the game (has at least one player).

    "ctf_flag_return" - REQUIRED - flag spawn point and return point (team specific)
    "ctf_res_zone" - respawn zone which is active when your team's flag is at home
    "ctf_res_zone_away" - respawn zone which is active whne your team's flag is not at home
    Note that flags will not spawn for teams that are not active in the game (have at least one player).

    NOTE on respawn zone labels in Assault and CTF - these only work as intended when applied to one of the respawn zone objects. But objects with these labels are always turned invincible and can never be picked up (if they are weapons).

    NOTE on one-sided Assault and CTF variants - the red team is always on defense in the first round.

    "hh_drop_point" - REQUIRED - a place where you can drop skulls

    "inf_spawn" - nothing special (we used this to distinguish spawn points that are infection-specific)
    "inf_haven" - REQUIRED - a safe haven.
    Note that humans spawn at "red team" spawn points and zombies spawn at "blue team" spawn points.

    nothing special
    For purposes of spawning, the juggernaut is blue team and everyone else is red team.

    King of the Hill
    "koth_hill" - REQUIRED - the hill!

    "oddball_ball" - REQUIRED - a ball spawn point

    "race_spawn" - nothing special
    "race_flag" - REQUIRED - a race checkpoint. Use the spawn sequence to set what order you have to hit them in. You can have more than one checkpoint with the same spawn sequence, in which case the driver can hit either one to get the checkpoint.
    "none" - will get deleted

    "stp_flag" - REQUIRED - a flag spawn point
    "stp_goal" - REQUIRED - a flag drop point (team-specific)

    "terr_object" - REQUIRED - a territory. Note that the spawn sequence MUST be set to something other than 0.

      Current date/time is Tue Jul 23, 2024 2:06 am