I actually appreciate that the set duplication happens; I can have a slightly slower or just different game intro for setup and then get my loops as I please. Great stuff!
I think the intermission wave type is for making like a rest round in between waves, like a 30 sec interval to let some new marines spawn or let the players revive dead teammates, drop some news weapons etc
That is exactly what it is. It helps because it doesn’t trigger the final script to loop the rounds or end the game if you don’t have endless because it’s counted as an active wave, so the “has active wave” will equal “is” instead of the “not” that it needs to complete and start the loop over or end the game.
Thank you so much boss for this tutorial! I made a firefight map with it and it works really well, we can play endlessly. If you want to check out what your work has done, the map is called Mt. Musa, it’s also in my channel. Thanks again!
I'm just trying to get two different teams of ai on my Bloodgulch map. Alpha on one side, Bravo on the other. Where they endlessly respawn walking towards the middle to fight. I got my Ai to spawn, but they dont ever leave their spawn zone. I click the Ai to move zone box but it unclicks itself
Yep! All you need to do is grab a random block or object, and grab your script brain next to it, create a prefab out of it, then save the prefab. Once you load up your other maps, all you need to do is spawn in the prefab with the script brain, and ungroup it from the block. Then congratulations, you have copied a script from one map to the other.
Do you know if there's a way to set up two separate AI spawners (Team Eagle Spawner and Team Cobra Spawner) that will replenish their forces _without_ spawning all other AI spawner units? Basically I want to have two opposing teams of AI, with each team replenishing their forces independently of each other. Each setup I've tried resulted in all spawners, regardless of teams, respawning their forces. This can result in one side snowballing since they'll also get reinforcements even if they didn't lose any troops.
Yes. All you need to do is set them up as two different waves, and using two separate wave managers. So for the enemy you could use default, and for the friendly, you could use "User 1" Then just script a repeat like the end of this tutorial for both. One "On wave end" node using default, and the other one using "User 1" and that should have them spawn completely independantly of one another. Here's a tutorial I did that covers a good part of this if you need reference. czcams.com/video/vX7H2PNNig4/video.html
Once you have them endlessly spawn, is there a way to have them stop once you reach a certain zone? I’m creating a campaign mission and have checkpoints set up, and will need the respawning ai to die and stop spawning
Yes. You’ll just need to insert either a Boolean variable at the beginning of the endless script, to check and see if a condition is true or false, so that way if the thing you want to happen hasn’t happened yet, it’s false so they will endlessly respawn, and if the thing did happen, true, the respawns will stop. The trigger that would set it to true can also be used to kill all currently spawned AI.
Add score as in to your teams score? For example if you are playing team slayer, and you get a kill, you earn a point. You want the AI kills to contribute to that type of score? That’s easily done.
@zechariot6703 yeah, I'm working on a btb with ai and want players to be worth 50 points and ai to be worth 10 points for example. Similar game style to halo 5 warzone
@@OfficialPHASIK I’ve already finished recording a video for this and I’m currently editing. It’s a quick, short and to the point tutorial. I gave you a shoutout for the request in the video. I’ll link when it’s published.
@@-Zechariot already figured it out. My man. Think I need to spend some time learning this node stuff instead of just making environments 🤣 cheers my guy
@@OfficialPHASIK It’s what I’m doing now. It’s easier to learn than I expected. But I went ahead and finished the video and gave a shoutout, it’s uploading currently. Good luck on your game mode
Hey there, trying to make a map and do you know how to make it that if one team has all there ai killed it respawns and the ai on the other team doesn’t need to respawn with it? So like if cobra has an elite that dies it respawns and if team eagle has a grunt that dies it respawns, so like separate team respawns?
Is this only for firefight? I’m trying to get each squad to respawn individually during a Btb match when the squad gets wiped, I tried this and duplicated all the waves and matched with the individual spawners but it was not working how I want it
So you want each spawner to respawn it’s squad when just THAT squad is wiped out? Like let’s say you have 4 spawners, and you kill all the AI spawned from spawner 3. You want spawner 3 to respawn them only when you’ve killed all the ai on it, even though there are ai spawned from other spawners still alive? Because yes with this tutorial it’s mostly for single endless wave and endless sequential waves. But it’s possible to do what you want. I’ll look into it.
I just scripted it up and it’s very simple to do. It would take a bit to explain in text so I’ll make a video on it. I got exactly what you wanted to happen and I’m working on it now. I’ll give you a shout out in the video
You check the squad enemy count, set up condition for if there are 0 AI alive in the squad you trigger the squad spawn. Reference object is the squad spawner.
I made a map with 13 different phantom spawners with 3 different sets of AI present, when I test the mode only one set spawns from the same 4 phantom spawners, how can I make the AI spawn all of the different spawners before resetting back to the first spawner?
This is helpful but I’m curious if you’d know how to end the waves entirely after a certain amount of time has passed. I’m trying to make something where you defend an objective for a few minutes.
@@-Zechariot look in community maps, the map is named "128 ai test" I didn't had a single lag, runned pretty good. The AI limits is because of Xbox users
So now is it possible to put modifiers or traits on AI to adjust things like their movement speed and health? I've tried a lot but could never get it to work.
I played around with it but I don't believe that we can set traits like that to them, at least not yet. I DO think we can adjust their health, sorta anyway, because of a node I came across while making today's video, but I'll have to test it to see if it actually works.
Go into your tool settings tab, scroll down until you see “nav mesh visualization” and turn it on. Check the interior and make sure it’s blue when looking at the ground. If not you may need to place another nav mesh seed point in there on the interior floor and rebuild your nav mesh If it IS blue, then lift the spawners above the floor just a bit, as long as the boundary, the white circle, touches the nav mesh. It maybe have something to do with them not being able to spawn due to the way the floor is made. Is it flat or more rough? Like for example a floor that’s a bunch of rubble from a collapsed ceiling
So how do you set up respawning ai for allies? Do you make a duplicate script and put it as ai spawned 2? Or do you just add another object reference and connect it?
@@Alex-df9rh Yes. Duplicate the script. An easy and neat way so you don’t have to rearrange all of your nodes, is just select the script brain on the map, and duplicate it. This way you are free to edit the duplicate script in the duplicate brain without effecting the other. Now delete all the object references for your enemy ai. Go and grab all of your ally ai spawners and bring them into your new node graph as object references. Hook them up where they’re supposed to go. Now you’ll need to change the wave manager. Instead of default, change it to “User 1” and do this for every node in this script brain that uses a wave manager. That should be it. Assuming it’s a single set of Allies you want to respawn when they die.
@@Alex-df9rh yes. If you want to do it in the same node graph just select all of the nodes within it, and then press right on the d pad to duplicate them all. To duplicate the script by duplicating the script brain, the easiest method, just select the script brain and press right on the d pad. Then when you want to access the different graphs, just make sure to select the script brain you want to access and hold y to enter it’s node graph.
This helped alot and very good choice of music for this vid
Haven't forged in awhile since Guardians, but thank you for the simple tutorial! 🔥
Just found your channel and omg it’s a gold mine. Thanks for all the hard work your channel is a hidden gem. Keep it up you’re bound to blow up
I actually appreciate that the set duplication happens; I can have a slightly slower or just different game intro for setup and then get my loops as I please. Great stuff!
I think the intermission wave type is for making like a rest round in between waves, like a 30 sec interval to let some new marines spawn or let the players revive dead teammates, drop some news weapons etc
That is exactly what it is. It helps because it doesn’t trigger the final script to loop the rounds or end the game if you don’t have endless because it’s counted as an active wave, so the “has active wave” will equal “is” instead of the “not” that it needs to complete and start the loop over or end the game.
Thank you so much boss for this tutorial! I made a firefight map with it and it works really well, we can play endlessly. If you want to check out what your work has done, the map is called Mt. Musa, it’s also in my channel. Thanks again!
Thank you, this tutorial is great help ! 👍
Thanks for this. Really going to help with my maps.
THANKS BRO!!, LIKE uwu
I'm just trying to get two different teams of ai on my Bloodgulch map. Alpha on one side, Bravo on the other. Where they endlessly respawn walking towards the middle to fight.
I got my Ai to spawn, but they dont ever leave their spawn zone. I click the Ai to move zone box but it unclicks itself
Can you possibly do a video explaining how the firefight spawns work now?
DO YOU KNOW HOW TO SAVE SCRIPT NODES SO I CAN USE THEM ON MY OTHER MAPS? :o I DONT WANNA LOSE ALL MY HARD WORK FOLLOWING YOUR TUTORIAL LOL.
Yep! All you need to do is grab a random block or object, and grab your script brain next to it, create a prefab out of it, then save the prefab. Once you load up your other maps, all you need to do is spawn in the prefab with the script brain, and ungroup it from the block. Then congratulations, you have copied a script from one map to the other.
Do you know if there's a way to set up two separate AI spawners (Team Eagle Spawner and Team Cobra Spawner) that will replenish their forces _without_ spawning all other AI spawner units? Basically I want to have two opposing teams of AI, with each team replenishing their forces independently of each other. Each setup I've tried resulted in all spawners, regardless of teams, respawning their forces. This can result in one side snowballing since they'll also get reinforcements even if they didn't lose any troops.
Yes. All you need to do is set them up as two different waves, and using two separate wave managers. So for the enemy you could use default, and for the friendly, you could use "User 1"
Then just script a repeat like the end of this tutorial for both. One "On wave end" node using default, and the other one using "User 1" and that should have them spawn completely independantly of one another. Here's a tutorial I did that covers a good part of this if you need reference.
czcams.com/video/vX7H2PNNig4/video.html
Once you have them endlessly spawn, is there a way to have them stop once you reach a certain zone? I’m creating a campaign mission and have checkpoints set up, and will need the respawning ai to die and stop spawning
Yes. You’ll just need to insert either a Boolean variable at the beginning of the endless script, to check and see if a condition is true or false, so that way if the thing you want to happen hasn’t happened yet, it’s false so they will endlessly respawn, and if the thing did happen, true, the respawns will stop.
The trigger that would set it to true can also be used to kill all currently spawned AI.
⭐️⭐️⭐️⭐️⭐️
Very helpful. Thank you. Now i just need to work out how to add a score per kill
Add score as in to your teams score? For example if you are playing team slayer, and you get a kill, you earn a point. You want the AI kills to contribute to that type of score? That’s easily done.
@zechariot6703 yeah, I'm working on a btb with ai and want players to be worth 50 points and ai to be worth 10 points for example. Similar game style to halo 5 warzone
@@OfficialPHASIK I’ve already finished recording a video for this and I’m currently editing. It’s a quick, short and to the point tutorial. I gave you a shoutout for the request in the video. I’ll link when it’s published.
@@-Zechariot already figured it out. My man. Think I need to spend some time learning this node stuff instead of just making environments 🤣 cheers my guy
@@OfficialPHASIK It’s what I’m doing now. It’s easier to learn than I expected. But I went ahead and finished the video and gave a shoutout, it’s uploading currently. Good luck on your game mode
Hey there, trying to make a map and do you know how to make it that if one team has all there ai killed it respawns and the ai on the other team doesn’t need to respawn with it? So like if cobra has an elite that dies it respawns and if team eagle has a grunt that dies it respawns, so like separate team respawns?
Is this only for firefight? I’m trying to get each squad to respawn individually during a Btb match when the squad gets wiped, I tried this and duplicated all the waves and matched with the individual spawners but it was not working how I want it
So you want each spawner to respawn it’s squad when just THAT squad is wiped out? Like let’s say you have 4 spawners, and you kill all the AI spawned from spawner 3. You want spawner 3 to respawn them only when you’ve killed all the ai on it, even though there are ai spawned from other spawners still alive? Because yes with this tutorial it’s mostly for single endless wave and endless sequential waves. But it’s possible to do what you want. I’ll look into it.
@@-Zechariot yes you described it perfectly, thank you I appreciate it🫡
I just scripted it up and it’s very simple to do. It would take a bit to explain in text so I’ll make a video on it. I got exactly what you wanted to happen and I’m working on it now. I’ll give you a shout out in the video
@@-Zechariot forsure bro thank you!! I’ll be using it on my star wars map “Geonosis 2005” ! 🫡💪
You check the squad enemy count, set up condition for if there are 0 AI alive in the squad you trigger the squad spawn. Reference object is the squad spawner.
I made a map with 13 different phantom spawners with 3 different sets of AI present, when I test the mode only one set spawns from the same 4 phantom spawners, how can I make the AI spawn all of the different spawners before resetting back to the first spawner?
This is helpful but I’m curious if you’d know how to end the waves entirely after a certain amount of time has passed. I’m trying to make something where you defend an objective for a few minutes.
All you need to do really is set the wave duration to the time you want
At 8:20 can I make it so only a select few Ai spawnerss respawn or does iy have to be all of them?
Ok. For the respawning of ai, I did exactly what you did. But it never worked.
Have u tried spawning yourself in gameplay mode? My a.i wasn't spawning too till I tested it in a gameplay mode
Didn’t work :/ do I need to add a nav mesh?
Yes. All maps that use AI of either bots or from campaign have to have a nav mesh so they can move around and spawn.
did you seen someone with only node make it so you can have 128 AI in forge, man used some trick with node to increase ai number
Like all spawned in at once? That’s insane. I don’t think my system could handle that 😅
@@-Zechariot look in community maps, the map is named "128 ai test" I didn't had a single lag, runned pretty good. The AI limits is because of Xbox users
@@smefiregod6566 I would like to get a look at the script exploit for sure. I’ll check it out.
Now what i would like, is modders importing stuff from others games, such as halo 5 firefight bosses, and others Halo games AI @@-Zechariot
@@smefiregod6566Upon looking into this, it only works with Grunt Minors, unfortunately.
So now is it possible to put modifiers or traits on AI to adjust things like their movement speed and health? I've tried a lot but could never get it to work.
I played around with it but I don't believe that we can set traits like that to them, at least not yet. I DO think we can adjust their health, sorta anyway, because of a node I came across while making today's video, but I'll have to test it to see if it actually works.
Hi there, is there a way you can also make the player itself have infinite ammo or bottomless clip with any weapon during the forge?
Place an ammo crate with unlimited ammo.
Do you have any idea why the nav mesh is not loading? I built a really detailed interior and the AIs only spawn outside.
Go into your tool settings tab, scroll down until you see “nav mesh visualization” and turn it on. Check the interior and make sure it’s blue when looking at the ground. If not you may need to place another nav mesh seed point in there on the interior floor and rebuild your nav mesh
If it IS blue, then lift the spawners above the floor just a bit, as long as the boundary, the white circle, touches the nav mesh. It maybe have something to do with them not being able to spawn due to the way the floor is made. Is it flat or more rough? Like for example a floor that’s a bunch of rubble from a collapsed ceiling
@@-Zechariot it worked 🗿 you have earned a sub, brotha 🍸
So how do you set up respawning ai for allies? Do you make a duplicate script and put it as ai spawned 2? Or do you just add another object reference and connect it?
Do you want the allies to always respawn, instead of in waves like the others? Or do you only want the allies to respawn with the waves of enemies
@@-Zechariot enemies and Allies to respawn after death
@@Alex-df9rh Yes. Duplicate the script. An easy and neat way so you don’t have to rearrange all of your nodes, is just select the script brain on the map, and duplicate it. This way you are free to edit the duplicate script in the duplicate brain without effecting the other. Now delete all the object references for your enemy ai. Go and grab all of your ally ai spawners and bring them into your new node graph as object references. Hook them up where they’re supposed to go. Now you’ll need to change the wave manager. Instead of default, change it to “User 1” and do this for every node in this script brain that uses a wave manager. That should be it. Assuming it’s a single set of Allies you want to respawn when they die.
@@-Zechariot can you copy and paste the script on console?
@@Alex-df9rh yes. If you want to do it in the same node graph just select all of the nodes within it, and then press right on the d pad to duplicate them all.
To duplicate the script by duplicating the script brain, the easiest method, just select the script brain and press right on the d pad. Then when you want to access the different graphs, just make sure to select the script brain you want to access and hold y to enter it’s node graph.
U just earned itself a subscriber💯🫵