hahah, I got your map and have been studying it for days. The main thing I don't understand yet is the trigonometry. I failed that class, sadly. So far, all I can get is that there's a relationship between the Arcsin/arccos of X of two objects and the Arctan Z of said objects, that when compared makes them rotate to point towards each other. If you feel like explaining that in whatever detail you feel like, I've appreciate it.
I would like to be totally honest and disclaim that I myself am not very knowledgeable on the mathematics of how it works. I only understand what kind of math was needed, and given the nodes provided was able to figure out whats required to get this behavior I have a very brief video that makes an object point at a player. That video shows the math that is needed to point an object. Where we add 90 and -90 is what we are applying in order to make it face the correct way since not all object naturally face the direction you want. I'm not terribly knowledgeable with a lot of these things, I simply do a lot of experimentation and googling to figure things out and then explain what I have learned to help other people who struggle like I do. Basically, I educate myself on a question someone asks me then explain it as best as I can. That said, I suppose It's time I get into the nitty gritty and learn about how it properly works/What the nodes themselves are doing for us to make the process more simple. I will properly educate myself about this then get back to you when I have a more thorough understanding.
I apologize in advance for my weak bodies need to breathe. I don't have a proper setup for videos so my mic picks up everything, lol. Honestly this making forge videos thing kinda came outta nowhere, but the subs and comments keep comin, so I'll keep going. You all who keep revisiting have been super cool, kind, and supportive so I will repay that kindness with whatever videos you guys would like. Thank you for all the support!
Billy I hope you are doing well. You may not have many subs but you have valuable intelligence. Never forget you have that and you'll keep going forward.
Not sure if youre still checking comments but wondering if you can help. Im attempting to replicate this turret to make guardian towers like the ones from sandbox halo 3. Script works fine in forge but refuses to function in an actual custom game. The effects play but the projectile doesnt fire and the player isnt damaged. Thanks.
This is a simple script to get people started on the logic behind the script. currently, it will just focus on 1 player at a time (or most likely just break trying to get both at the same time). If we want more than one, we would need to introduce an object list that takes into account multiple projectiles to assign to different player as they enter the area. So basically, we'd create several object lists. 1 called "Bullets" and the other called "Damage" and when a player steps into the area, it will pull Bullet 1 and Damage 1 from those lists and play out the script. The same is true for player 2, then 3 and so on and so forth.
Ah didn't see this video. I was looking at your spartan sandwiches and trying to get people to pick up an item and they will be able to drop 2 landmines. I don't see were u have the custom equipment when I spawn nodes though
22:20 just a little research into the world units I did to try and build a scale model of a frigate, I looked at the height of the spartan scale properties. The height is pretty close to the average height of spartans in feet. Hope that's of any help to yourself and others
I tend to make more and more complicated scripts which is why I took a step back toward something simple again in case people want to learn about what goes into the stuff I do. If there’s anything in particular you’d like a quick explanation on, or a video about its various applications I’m happy to make one. I use to not understand how to get a weapon on crouch but take a glance at my other videos of my sniper tower and such and that’s far from the case now. I'd like to take advantage of the fact i'm a much smaller youtuber and happily take any requests from anyone passing by. So feel free to ask!
It’s been awhile since I’ve messed with forge but I’m quite confident in saying FX can be moved freely and without restriction. You can even check my sniper turret video where the bullet is simply a glowing ball of light.
@@classicbilly5172 I feel like a cheat for asking, and theres really no pressure here whatsoever! But as you've asked, if you find yourself in the mood for figuring something out... my little brother and I have been forging a map in outer space and thought it would be awesome if we could have meteors flying over head in the distance every now and then. So I guess the script would reflect an object spawning, moving in a direction to another coordinate, and then despawning when it reaches that area, and then respawning again say 30 seconds later? Haha I have a headache already
Nah, that’ll be a cinch. Setup Spawn your desired object. You may want to spawn an effect with it as well, like a smoke trail or fire effect to give it a glow of some kind. Or your meteor can just be a simple effect without any fluff. Angling it may be tricky but there’s a couple ways to fix and adjust. You will either need 2 VECTOR3 to type in the coordinates of what you’re moving, or you can spawn an object for reference. I recommend the pointer arrow as it turns invisible during games and you can move it wherever you like. On Game start > Delete Object > Delete object. The event Object reference, Pointer 1 > Get object position. Object reference, Pointer 2 >Get object position Every N Seconds (30) > Spawn Object > Set Object position (Pointer 1) > Translate object to point (Pointer 2) As for the effect, it may be better if I just make a quick video on it because we will likely need to declare some variables and set variables on some conditions. Regardless, I hope this helps! Note: on my most recent video where I just ramble about a map I made, one of the first things I look at is an elevator that goes from one pointer to another. You can glance at that for reference, just make sure your event is as I typed it above and not what you see in the video.
@@classicbilly5172 Thats a really clear and helpful guide for me thank you so much. I'm working solidly for a few days now but when I get an evening free I'm 100% going to do this with my bro. Thank you
Yes. I’ve had this question a few times already so I’ll make my next video something like “how to give object health” The easiest way is simply On Object Damaged > Delete object. But I’ll make a more polish version of that soon
Hey how would you rig this up to be team specific? Like say the turret is on team A, how would you have it perform a preliminary check to see if the player is on the enemy team, team B, and if so to execute the firing procedures. But if the player is on team A, to not shoot until a team B member enters its range. Does that question make sense? I'm not seeing what scripting nodes would facilitate this efficiently right now
Cheers for all your videos dude, big help seeing how you use the nodes with what and your explanations are wicked but man I wish I could figure this stuff out. Actually be able to finish one of my maps instead of being held up by scripting 🤣 sure I'll pick it up over time
It makes me happy to know my videos are helping. Anything in particular you need more help with? Scripting was hard af for me too, but it gets much easier.
@@classicbilly5172 I'd love help with my idea but I think it'll be too complex. The core idea is based off of the game mode territories from other halos or potentially capture the flag. The map is mad entirely of hexagon all at different heights creating a map but depending on what areas are captured by what team/or if a flag is captured it moves all of the hexagons For example, blue team capture zone A so multiple hexagons that are associated with zone A would move up or down changing that area of the map but if red team capture zone A the same hexagons would move again but in a different way creating a "new" area. It may be better to do 3 variations for each zone and everytime a team captures a zone it cycles through the variations. I've watched your video on moving an object from point a to b and back to A which I used to create a very basic version but once it comes to making it cycle through different versions I'm lost at that point. If you got ideas then I'm all ears to try it or if you're free to jump into co forge I'm all up for that too but any help will be appreciated but also don't feel like you have to commut to helping dude as I feel like this is a ask and half 🤣
@@OfficialPHASIK Dude... That's sick af. Aight, I'll make a video for something like. Lemme get you started though, here's your homework (implying you haven't done some of this yourself) Nodes: RANDOM, VECTOR3, GET OBJECT POSITION, ADD VECTORS, TRANSLATE OBJECT TO POINT, EVERY N SECONDS, and 3-5 hexagons to reference in the scripts. (Was testing mid typing this and found out some bulllllllllllllllllllllllllsh-) So everything above is still true, but I gotta find a workaround cus translate to point is WEAKSAUCE! Homework: Every N Seconds Translate object to point. Put random into the z of vector3 add vector to objects current position, plug the result into your translate. There will be TONS more stuff to account for in this, but for now, get that to work.
@@classicbilly5172 wouldn't a random move the objects to random heights instead of desired heights for example, Cycle 1 I'd want pillar Z to go down to reveal a tunnel Cycle 2 I'd want pillar Z to go up slightly to make a new hallway Cycle 3 I'd want pillar Z go up taking you to the 2nd floor I think all pillars that move would need desired heights like you did for the moving platform video. Would there be an efficient way of doing this or would every pillar need three desired points to move to be done separately and then have separate scripts to choose which cycle/location the pillars should be at ? If thag makes sense 🤣 Those are just examples of ideas I'd like to execute but I haven't built the map yet, just little tests so far The idea in my head would need many pillars to move at the same time to completely change the area of the map. But a thought I've just had is. If zone A is on Cycle 1 meaning pillars have gone up would there be a way to add logic to other pillars to move accordingly so that there isn't just a massive wall but a hill to go up? Again of thag makes sense? I'm on discord if that's easier and I can send screen shots of what I mean?
@@OfficialPHASIK that’s the snag I hit while testing. Translate to point is going to be needed for each individual object… I think it would be wiser to have the majority of the field be randomized then we can add conditions like if Z access goes above or below X amount then set back to minimum distance or something like that. So now you have a map handling itself, then we can make the actual key features of the map happen based on different events. A possible fix is we make a randomized prefab consisting of like 4 hexagons and 1 at a time will get moved by our script. In a sequence. If we copy paste that prefab then we have a whole map where 1/4 of it will move at a time until all of it reaches its new destination. You can give it all set destinations, was trying to save you some work. We will also need to script the whole game mode because I don’t believe there’s anything like “if team has this zone” using the game mode items. We would need to make our own zones and times and capture points etc etc.
That’s just an effect I referenced in the script and renamed. I think I used starfield, but you can use anything. A prop, and effect, a vehicle, an invisible arrow etc
Do you happen to have adiscord server. I am attempting to make the killzone also detect players in vehicles, but i cannot seem to get that to happen, Would i need to make another dynamic obj with a zone and use a seperate obj ref for the zone justfor the cars, it seems piggy backign off the nonozone Zone isnt allowing it to function, or im missing something
You can just remove the player branch check if you want. Turret will target miscellaneous things that aren’t players like grenades and debris, all depends on your map really. What’s it’s intended use?
@@classicbilly5172 well i havent settled on the map yet, but I only want it to target players and vehicles, gonna be a huge circle with some better weapons under the turret with vehicles. thats about all i know that im going to do so far
@@classicbilly5172 I figured it out, so i copied the entire script that handles turret targeting shooting etc, and i made a new declare value named car, when it enters area i get vehicle type and compare it agains the vehicle type of a prop and if it returns false both branches continue, now it shoots at players and all vehicles! nothing else :D
@Classic Billy only thing to figure out now is multithreading and global recursive events so it can handle more than one player at a time. I think I'm gonna go for a kind of tower defence. If you get to the middle and activate a terminal you can disable turret hostility for yourself. Kinda like a KotH ish gamemode
how do i get this to work with vehicles aswell as players? currently have the projectiles tracking set up as a custom event with two triggers 1:if object is player translate object to player and 2:if player is in vehicle, translate object to vehicle but it only seems to work with the player and not the vehicle
You'll just need another branch node here, but this does result in some tedium as far as the script functioning. Realistically it's easier to jsut remove the player check. I'll probably revise the script and make another video on it, but it will be along the lines of. On object entered area, if it is a player, set object variable. If false, on the condition that it is vehicle type, set object variable. Youll need a get vehicle type, and a get is vehicle. Get Vehicle type > Get is Vehicle type > Branch, If True, Set variable. This will have to be carried over to our firing mechanism too, cus we do a player check there to make sure our current variable is a player.
@@classicbilly5172 another thing I've been trying to figure out is how are people giving players flashlights that follow players and point where they aim?