Turn Phantom AI Spawner Into A Gunship | Halo Infinite Forge Tutorial
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- čas přidán 1. 07. 2024
- Turn the Phantom into a constantly present and flying gunship that fires on it's enemies like in the campaign, without having to worry about it despawning or dropping troops off.
Essential previous tutorial: • Get The Phantom Into T...
I'm almost back to where I started.
•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.
Prefab: www.halowaypoint.com/halo-inf...
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Chapters:
00:00 Intro
00:30 Map Setup
03:45 Scripting
12:17 Testing
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Music: • Halo Wars 2 Original S...
That's epic... now folks can make air battle campaigns, similar to New Alexandra. It'll be even better with the Falcons return.
Oh absolutely
@@-Zechariot I'd love to see this technique used with the Banshee ai
@@SpartanJess I’ll do a video on that simply because everyone is having so much trouble with the banshee flying off and becoming inactive.
@@-Zechariot Spoken like a true hero 🙏
Dude keep doing what you’re doing this is insane!
I’ve used loads of your scripting on my new map - New Alexandria Firefight.
I’m gonna add this as a boss wave tonight!
Mate you are very very good at this scripting stuff in forge. I have made many maps already in forge, and I’m good at it but no where on the level you are on scripting. You’ve helped me a lot to make my custom campaign maps. Thank you my friend you are doing so well keep it up ❤️
Thanks Zechariot, we need more intelligence lke this especially for older folks who didn't have the opportunity to learn it in school. Thankyou very much for the time and effort to do these tutorials for us.
Absolutely underrated channel
Ayyyyye! I appreciate it 💯💯 Keep up the great work too!
Very cool! This is what I need!
Holy crap. All I did was make it so a Phantom spawns often enough for there to always be a phantom, and set it up so that the troops they drop are killed shortly after being spawned (usually right before being dropped). I think it was "on squad spawn with squad label, wait N seconds (i set it to twenty), kill squad" or something like that
Great work my dude! Although I did find a problem with adding more routes for the phantom. The script breaks for me for some reason. Could be because I have a lot scripting on map already. Either way I learned a lot from you. Keep it up!
Pretty sweet stuff.
Your forge tutorials are the only reason i can get anywhere in it but when trying to follow some of the forge tutorials, i can barely see what is in a node because of the quality. Is there any way you could change it
He has the link to the script node he used in the description. Try downloading that and looking at the nodes in-game.
I've been trying, to improve it as I go along. My quality just dropped tremendously when my OBS updated, so I'm trying to get back to a higher quality but I'm not sure what the settings are.
@@-Zechariot Goodluck and don't stop making the good content!
Hey my guy, nice video, can you do a tutorial for the phantom turret, I want a static turret and I can't know how i do :(
Just used this for a firefight map........ 10 area monitors for it to circle the base lol let's hope it works as intended 😂
I think the only thing I'd ask for is if you could pause a second or two before moving on so we can have enough time to pause video without it being blurry
I'm currently editing a remake of Adrift from Halo: 4 called Heavy Burden [Adrift] and when I'm done with this my next project is going to be a Halo Wars map. Your AI scripting tutorials are going to be imperative to it.
I am DYING to see halo wars maps. A big team battle on Terminal Morane? Absolutely ❤️
Can't wait to see it man!
@@ahsoka_polo Heavy Burden [Adrift] is out rn
@@deepism It is! 😃 will be the next video I record! 💯
What did you use for the phantom to get into the map
Can you make this a prefab?
Is it possible that the phantom can also follow points?
Like the music in the background, but sometimes overlaps a bit with your voice over. So best to limit or audio duck the background music.
It's doing that again? I'm noticing one issue with it all. It sounds fine on PC or something with bigger speakers, but on mobile I've noticed the music volume is much louder and I'm really not sure what in the world is causing that. Because in the editor, I can BARELY hear the music, which I do on purpose knowing this happens, and it's still doing it? Maybe I need a new editing software.
@@-Zechariot What software are you currently using?
@@Dushback Vegas 2019
@@-Zechariot Used Vegas Pro for years until I switched to Davinci Resolve. Don't know if Vegas Pro has a limiter feature. Back then I used zero audio effects. Maybe look it up. Vegas isn't that bad of a video cutting software. Oh and never use your ears for audio mixing thats why there is always a meter to check how loud something is.
@@Dushback I usually reduce the Db into the negative 20s for the music. I don’t wanna cut the background ambience altogether but it’s becoming frustrating knowing that it’s just different for some platforms. I’m going to keep seeing if I can find a perfect middle ground but I never thought it would be as frustrating.
If I can get this working right, there will be a pretty unique capture the flag game mode or modes on halo infinite soon
A "hackable phantom to transport something for a game type or just having a neat capture the flag game it is becoming possible
Could you theoretically use something similar in order to get ai banshees to work and move around
I think this might be possible. I'm not sure if they will fire at you though. If they do, then this should theoretically work, though it would be a bit harder to get the banshee to look natural, though it would be functional
@@-Zechariot I’ve had the ai banshee fire at me if your in their line of sites before seen it happen on a firefight map when a elite nicked a banshee on the ground
@@ghostlyswat12 Alright. Then yeah something like this could get it to work. Cause you can set the amount of time it takes to move from point to point to be a real low number so it moves as fast as a banshee
Do you have a discord, I have a request but I have a picture of the issue and a description for it. I need help badly.
I do now! Check the description
How do you kill an AI squad by entering a certain area to reduce AI in previous areas of the map?
Create a thin area monitor by using a pointer that covers the entrance to the area you’re going to. Use “on object entered area” and use “get is player” and a branch, to make sure it only activates when a player goes through. Then use the “kill all squads” mode and hook it up.
Dude thank you so much but I did figure it out myself but now I’m sorry but is it possible to make multiple squads spawn at once off on pointer cause I don’t want to have to keep redoing the whole process to make 3 squads spawn in one room off just one area I enter. I would really appreciate the help!
Is there a way to have the AI fly the Banshee?
They can get into the banshee but there’s no air nav mesh so they will simply fly off into the distance as if they were inactive
Do u have a script for making everyone Eagle team when they join? I want no cobras spawing...as they are classed as the AI in my map. If u could help me with that Zach that be much appreciated 😊
That’s very easy.
If you only want players on eagle, use two events.
One is “on game start” then connect it to “for each player” mode, use “get all players” and plug it into the objects input of the for each player node. Then connect “execute per object” to a “set player team” node then connect the player input to the “current object” from for each object node. That will place every player on eagle team if that’s what you have set on the “set player team” node.
As for players who join in later in the game, all you need is “on player joined” node, then get “set player team” and just connect the dots and set the team to eagle. That’s all it takes.
@@-Zechariot Thank u my bro....I'm working on The Colossseum map and it's a 12 wave firefight. It's pretty epic, and looks amazing to the eye. Only thing that was messing it was people joining cobra, therefor defeating the whole purpose of the firefight lol thanks for this....I'll try it soon and can let u know If I get stuck? Should b fine but wanna b sure haha
@@marcpine2794 sure. Shouldn’t be a problem
@@-Zechariot Thank u! Yep that worked great. All runs as should. 1 more question about my area monitor door for the AI to roll out of with each wave.... you know how the AI behave and act. They a bit clumsy, and sometimes don't make it out of the door in time before I set it to close beacuse of people firing at them and making them hesitate then getting stuck behind the door. It seems to be a big problem beacuse it stops the flow.... for now, I've just got rid of the door and disconnected the node for it temporarily. So at least they can just come out.... it jist means beacuse of no door.... the players just obliterate them on sight and I'm wanting them to be safe till they bump the area monitor trigger and roll out into the battle arena. They walk back and forward around the area and keep making it open and close. Real annoying and since they can't activate a switch to open like us players can.... it makes it tricky....any ideas what I could do there?? Last question sorry bro, then my map will be complete!
@@-Zechariot I think I may need a projectile blocker too.... so when it does open... they can't get hurt till they roll out the door.... just thought of that also being used. I've already put a player blocker in the way so we can't get to them in there
Bro. Phantom doesn’t even spawn!?
343 spent so much time making it possible for players to make maps so they wouldn’t have to. What a joke.
343: Sorry no campaign DLC
Players: Fine, I’ll do it myself 😈
I wouldn’t think of it like that, it gives players freedom to do whatever they want. You completely missed the point
Straight from valve's playbook
This is pretty slick. Do you think there’s a way to set an AI to pilot the phantom and then put it on a path that way, or spawn different AI on the side turrets (or even players on the side turrets)?
There’s actually a prefab someone made that let’s you DRIVE the phantom. I haven’t messed around a lot with it but I’m pretty sure that you might be able to throw an elite in there, and if it works right, using the gunner seat MIGHT put players on the turrets but I’m not sure.
As for this way, players can’t interact with the hit box of the phantom because it instant kills them.
@@-Zechariot yea I saw that prefab, that’s what gave me the idea. If a player can go in there, I’d assume an AI would also be able to drive it. And then what you did in this video you could kinda achieve via AI move zones instead maybe?
@@picceta1 Well not exactly, because AI, while able to get inside banshees, there is no nav mesh in the air. So they will fly off into the distance regardless if they have a move zone or not. They essentially become inactive. That’s why this method would have to be used or have a player pilot it. Even bots don’t really fly in flying vehicles right. They just fly in a figure 8