I’m not saying that Forge is only for competitive maps, nor am I saying that AI shouldn’t ever be a thing. Halo 5 has three overarching modes: Campaign, Arena (Custom Games), and Warzone. Forge only edits maps for the Arena Mode, and Arena doesn’t have AI. Until Forge is expanded into those other modes (or whatever new modes are added), I don’t think AI will happen.
Forge is not a tool to make arena maps. It's a tool to make any map, whether it be mini games, arena, race, or whatever! The ability to add AI would open so many more possibilities and take forge to the true next level.
I don’t mean Arena as in Competitive maps. As I said earlier, there’s 3 overarching modes in Halo 5: Campaign, Arena (Custom Games), and Warzone. Arena doesn’t have AI.
I agree with what everyone said, but to be quite honest, I'm 66% satisfied with Forge as it is. > Improved Sound Design with more choices overall > Height based global liquids, with optional kill boundaries and underwater gobos and low pass filters > AI where you hold down the button and draw several paths (polygons) back to the spawn. > proximity triggers for scripting > Just give me Anvil from Marathon: Infinity / Horizon Diamond for Halo 4.
Oh my! That is awesome! I want a lot. But two big things for me are the ability to manipulate/placed water that will react as it shhould when shot at, walked through, etc. I want legit waves. Not small lapping shore break. Serious waves so I can make an oil rig map in the middle of a hurricane. Along those lines, it would be nice if we could have wind that could affect objects if we wanted it to. And I want AI as well.
Blockers and kill zones that work for infection, I'm talking about how you can't keep just survivors out of a certain zone easily, as well as trait zones.
AI could be done correctly via a forgeified pathing system and a few new scripting options for certain types of spawning. Overall it can be done, Gamecheat13 made and entire channel off it...
Definitely fix the movement and rotation scripting Add "unchanged" option to script properties with multiple components: colors (when more than one), XYZ properties for move/velocity/etc, rotation axis, etc. Update movement, rotation, etc scripts to let us set the type of math function performed so we can select Set, Add, Subtract, Multiply, Divide, etc. Scripting variables. Try adding mechanisms that have fixed functionality, such as a ball and socket, a rotation axis to snap objects to, gears, hinges, all the pieces to the classic board game Mousetrap! Fix the welded objects: should be calculated as one rigid object. It's gotta be tricky with combing the input of collisions from all the objects and dealing with crap like the moment of inertia, but work it out. Then let us script just the welded object. Collision boundaries that line up with the visual geometry, even if they're simplified and whatnot I never used trait zones or ones that detect the presence of players, but those would be great. And the return of the mines. Would be even better if it could let us know which team or even which player was there. Maybe try a player inventory. We could do a lot with that. Scripting access to game events like scoring changes, goals, round over, etc. Better yet, let us set the events too so we can create custom scoring. Let us set the game mode while in Forge so we can test there Differentiate between the objects we place and instances (or copies) of objects in Forge. Forge should never decide for us where the spawn location of an object is. Just keep a "ghost outline" of an object wherever we place it if the object gets moved. That mechanism is sort of in place already. Maybe let us move or script the spawn location and orientation for objects Incorporate player and team ID's into scripting so we know who scores or causes damage or whatever Ditch the idea of having limits or set amounts of things. Scripts, budgets, object count, etc. Instead, give us warnings, but just leave it up to us to work this stuff out. Your limits and restrictions are too artificial and get in the way too often. Allow normal, phased and fixed physics for all objects and make sure they work even if it doesn't seem to make sense. Again, let us work it out. Don't worry about setting limits or options to make things fair, balanced or whatnot. Maps that are designed to screw players over will never get played on so you don't have to worry about setting limits based on those ideals. Those just get in the way. The AI stuff people are mentioning could really pay off. Giving users the ability to create new game types and even play in a Dungeon Master role could be HUGE.