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Trigger A Script When You Eliminate Specific AI Squad | Halo Infinite Forge Tutorial 

Zechariot
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This is how to set it up so that you can trigger a script once you eliminate a specific AI squad. In this example we just end the game.
•Zechariot Discord: / discord / Zechariot
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All of my prefabs will be uploaded using the exact nodes and setup I used in the video. You may need to adjust object references and variables.
Prefab: www.halowaypoint.com/halo-inf...
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Chapters:
00:00 Intro
01:27 Scripting
06:16 Testing
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Music: • Halo Reach Complete So...

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23 июл 2024

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Комментарии : 45   
@Eternal-light333
@Eternal-light333 8 месяцев назад
This is a godsend, I was pulling my hair out trying to figure this out, mostly because I'm not familiar with advanced variables. Along the way I found out if you use [for each object]- [add wave to wave manager] however many objects you plug into a list you can have more waves with less nodes. Plus the ability for more node usage for spawning dynamics. You're a genius man.
@SocialTourist
@SocialTourist 8 месяцев назад
The timing of this is literally perfect, I was beating my head against the wall trying to use squad dead percentages etc.. to trigger a blocker/object deletion. Your sir are amazing, plus it's really a nice and tiny chunk of code. Fantastic work!
@Spartan_107Afterdark
@Spartan_107Afterdark Месяц назад
Thanks man, been kind of scared of the scripting stuff ngl I'm currently just playing around with AI and learning and one thing I wanted to happen is that when one squad of AI die, another spawns - like reinforcements. I did have to use several tutorials but this helped the most, thank you!
@Vorance
@Vorance 8 месяцев назад
Thank you for this video, you have once again solved an issue I was running into without realizing it. I had used "Get Squad has Squad Label" instead of making a squad variable, which will just make any script in that event not do anything.
@theaceverse
@theaceverse 8 месяцев назад
My man literally saved my build, thank you man.
@acrustykrab
@acrustykrab 8 месяцев назад
Hah this is just what i needed, good timing. For some reason i couldnt figure the squad scripts
@The123tactics
@The123tactics 8 месяцев назад
This seems to only work on one squad(spawner), so for example if you have multiple spawners labeled as bravo and you want to move a nav point to an area after you kill all on bravo it will set it after just one of the spawners has been killed. I'm not sure if it's a bug or something because sometimes it seems to work and sometimes it does not. EDIT: does seem to be bugged. Not exactly sure of what causes it but i'm thinking when in your group of spawners with the same label if one of them only spawns one ai it will cause it, still messing with it now. Similar thing happens when assigning a move zone through this by squad, it will get a group to go but not another one of them even though they have the same squad label.
@symbiotusinc.8862
@symbiotusinc.8862 8 месяцев назад
Having this exact issue, I'm hoping it's just a bug that might get patched soon
@-Zechariot
@-Zechariot 8 месяцев назад
It is in fact a bug, as for some reason when declaring Alpha as the squad in the set squad variable, for some reason it creates a SEPARATE alpha that this node uses. I found this out while working with trying to get infected to ally with ai as well as getting ai to ally with survivors. Luckily, I'm pretty sure last night I came across a universal fix that, crazy enough, will rid us of ever having to use the trinity again for squads. RIP Squad Holy Trinity, 2023 - 2023
@The123tactics
@The123tactics 8 месяцев назад
@@-Zechariot I put in a ticket for it as well, and as of now i do not have too much of an issue with it and it works fine.
@leftyrules9459
@leftyrules9459 6 месяцев назад
This tutorial really helped me! Making a ganons tower map from oot and these tutorials do come in handy so much. Keep up the good work!
@-Zechariot
@-Zechariot 6 месяцев назад
Oh really? That's actually great! I am making a OOT firefight map using the temples as mini dungeons to complete to get the good ending.
@leftyrules9459
@leftyrules9459 6 месяцев назад
@@-Zechariot that sounds really dope not gonna lie
@The123tactics
@The123tactics 8 месяцев назад
Very helpful.
@JaCrispy119
@JaCrispy119 8 месяцев назад
Thank you so much!!!
@antoineharmon2254
@antoineharmon2254 8 месяцев назад
This what exacty what ì was looking for
@Naratiq
@Naratiq 8 месяцев назад
Amazing! Just what i needed - Can you please do one on Killing All AI Squads with a specifc squad label on an event? Thank you!
@-Zechariot
@-Zechariot 8 месяцев назад
As long as you use the trinity of variables for a squad, you should be able to simply plug in that squad with the “get squad variable” node to the “kill squad” node that you can hook up to an event. This should effectively kill all AI using the squad label set to that variable when you do the event you need.
@Naratiq
@Naratiq 8 месяцев назад
@-Zechariot I tried that, but it only chooses one squad with the squad label to kill, not all of them :/ who knows if it's a bug or not
@-Zechariot
@-Zechariot 8 месяцев назад
@@Naratiq it is. Because when you set the squad variable when they spawn, it treats only that spawner as alpha, regardless if others are all on alpha as well. It needs fixing. But the way to do it is to get all AI spawners that share a squad and when ai spawn on them, get them into an area monitor right above their spawn, and make it so that when ai are inside this area monitor they are moved to alpha squad. This should fix your problem at least for now.
@acrozombiethe2nd887
@acrozombiethe2nd887 7 месяцев назад
thanks for the video. Helps a lot. One question though, I have two different spawners labeled the same squad's name (Charlie), I killed all the units in the first spawner, and it triggered the next event without me killing the second spawner's A.I. that is labelled Charlie. I want to eliminate all of the 1st and 2nd spawner's A.I. before triggering the event. Any advice?
@The123tactics
@The123tactics 8 месяцев назад
I know what we need now, setting a move zone with script(marines for exmaple), combine with moving a nav point which i know how to do and you can have a whole campaign layout pretty easily.
@-Zechariot
@-Zechariot 8 месяцев назад
Setting a move zone is easy cause there’s a node for just that. “Assign squad to zone” and tada.
@The123tactics
@The123tactics 8 месяцев назад
@@-Zechariot yep, just did it on my end as well. Came to be like figured it out but you had it already, you're pretty damn quick. Def the GOAT.
@zachyjames9999
@zachyjames9999 4 месяца назад
What’s the point of Declare Squad Variable, On squad spawned with squad label, and set squad variable?
@Detoxization
@Detoxization 8 месяцев назад
Is there a way to make like 3 squads spawn off one pointer by linking them all to just one trigger instead of redoing the process 3 separate times?
@josephcasper8803
@josephcasper8803 8 месяцев назад
any progress on power seed scripts ?
@acrustykrab
@acrustykrab 8 месяцев назад
Ever encounter bugs with these scripts? I tried to use em and sometimes the :identifier: spot txt would be replaced with a box (can only hold some letters) and the dudes never spawned nor worked. Ended up going back to the trigger ai spawner and using timers to estimate encounter death times. Danggit
@-Zechariot
@-Zechariot 8 месяцев назад
This happens to me ALL the time. Matter of fact, my video coming tomorrow has it happen in video. The identifier still functions properly, it just bugs and you can’t see it. But usually a sign of a corrupt script brain and unfortunately might need to redo the script in a new one.
@dresarcade8074
@dresarcade8074 8 месяцев назад
Any chance you can make a tutorial on how to make an auto save?
@dresarcade8074
@dresarcade8074 8 месяцев назад
I have scripting ideas I just don't know how to go about it
@themanofwood7548
@themanofwood7548 7 месяцев назад
This works if i only use 1 AI spawner. But what if i want multiple AI spawners in an area to die before triggering a script? Because if i have teo AI spawners labeled charlie, it doesnt wait for all squads labeled charlie to die, it triggers on one or the other.
@-Zechariot
@-Zechariot 6 месяцев назад
That is true, and I know the reason why now. I recently covered a problem using the squad variable and why it does exactly what you're dealing with. I also show exactly how to mend that and make it fully functional with ANY number of spawners. Check it out here! ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Dk-b0sFxq5M.html
@themanofwood7548
@themanofwood7548 6 месяцев назад
@@-Zechariot ooo ty. Ill check this out
@soveriegn478
@soveriegn478 8 месяцев назад
Anybody here know how to give all players the odd ball skull like in the gun game type in multiplayer? I just want everyone to spawn in with the skull and nothing else.
@leegofilms
@leegofilms 8 месяцев назад
Hold up, because I just submitted a bug report about this, I want to make sure I understand. When a unit is killed, you can’t query its squad’s squad label, but you CAN query the actual squad’s identification?
@-Zechariot
@-Zechariot 8 месяцев назад
If it’s the last unit in its squad, the only way to get its squad label is using the death context. Cause for some reason this game deletes the squad from the game when no ai exists on it anymore. And it only stores the data about the ai that was killed for a split second that you have to use the death context node to get before it’s deleted.
@leegofilms
@leegofilms 8 месяцев назад
@@-Zechariot is their a death context node for squad labels? I didn’t see one. Using your method it would appear I would need to create a running list of squads spawned with a label, and compare that to the squad of a killed unit.
@-Zechariot
@-Zechariot 8 месяцев назад
@@leegofilms sorta. What exact are you trying to do so I can see if I’m on the right track or not
@leegofilms
@leegofilms 8 месяцев назад
@@-Zechariot I have a single-player-esq encounter set up. So I’m trying to track how many units in a group of squads are killed so I can have their tactics change appropriately. I can’t consolidate everyone into a single squad because the percentages for alive units doesn’t update over the initial amount, and I want everyone to start out in different zones. If you’ve ever read the GDC talk on Halo 3 encounter design, it is much like that. 1. Every AI spawns spread-out 2. So many units are killed 3. Ai fall back to certain locations 4. More are killed 5. Ai fall back to one location 6. Reinforcements spawn 7. All units are killed 8. Path forward opens Complex Stuff like that I’ve considered using wave logic, but the situations are too numerous and varied. I think the list method may be just what I need. Hoping to test soon.
@-Zechariot
@-Zechariot 8 месяцев назад
@@leegofilms I’m thinking that yeah, use a kill counter, every time an ai unit dies it increments it by 1. Then on the certain number reached, so have it when an ai is killed, check to see if the kill number = the number you have set by using a compare node, and when it does, assign each squad a move zone that you want them to move to, which will tell them to fall back separate as well. Then once the kill number reaches the second number you want, assign the move zone you want them to consolidate to, to all squads, and then have it so when they arrive, it triggers your last ai spawners for reinforcements. Then set up a squad counter number variable. Using the method in this video, you can set it up the exact way I have for each squad, and at the end of it, plug in an increment variable by 1. And use a compare node to set the number to compare the total to how many squads you have. And once it equals that number, the path will open. I’ll trh to throw the script together later to see if it works.
@vashsrandomstuff8740
@vashsrandomstuff8740 8 месяцев назад
How to make a ai Squad Invincible
@-Zechariot
@-Zechariot 8 месяцев назад
I actually have a tutorial for that here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-nPeP-f4K1DU.htmlsi=tDuCFlatie4yRBho
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