The Complete Switch Guide By Ching Chong Kid Contents: [jumpto=switchbasics]SWITCH BASICS[/jumpto] - [jumpto=switchtechs]SWITCH TECHS[/jumpto] - [jumpto=dictionary]SWITCH DICTIONARY[/jumpto] Introduction To SwitchesFirst off you will need to understand what switches are. Switches are things made in Forge that allow players to interact with them to do different functions. For example, some functions of switches include; openable doors, dumpster cannons, vehicle dispensers, and moving heavy objects. They are called switches because they almost always need an player to interact with them to activate them (switch them on). [aname=switchbasics]SWITCH BASICS[/aname] Switch Categories Spoiler Most, if not all, switches fall into 3 main categories; Flow switches, Damage Switches, and Supply Switches. Each category has different characteristics: Flow Switches - Switches that aid or restrict a player from going from point A to point B. These include such switches as doors, elevators, catapults, and switches that involve the use of teleporters. Damage Switches - Switches that causes harm to a player. The damage inflicted on the player can range from slightly draining their shields to completely killing them. Damage switches include switches like dumpster cannons, fusion coil trip wires, and shield-draining doors. Supply Switches - Switches that aid a player. These switches provide a player with things like weapons, vehicles, equipment, and power-ups. Switch Techs Spoiler There are many different techs that people use to create switches. Techs are usually different ways of activating a switch. Here are the primary techs that are used: Wire Tech - When an object is undisturbed for several seconds, the game's physics engine and collision detection system ignore it. Such ignored objects are not affected by Grav Lifts, Man Cannons, or even gravity itself. If, however, these objects are touched or hit by some force (be it a player, a bullet, an explosion, or anything else), then they stop being ignored, and Grav Lifts, Man Cannons, and gravity once again begin to affect them. [jumpto=wire]MORE ABOUT WIRE TECH[/jumpto] Min/Max Tech - Min/max tech gets its name from Forge Objects' Run-Time Minimum and Run-Time Maximum settings which allow the switch to work. A min/max switch is basically a mechanism that relies on the destruction of an object; when the object is destroyed, the Run-Time Minimum setting forces a different instance of the object to spawn elsewhere. The most commonly-used objects in min/max switches are Fusion Coils, Grav Lifts, and Pallets, because they are all easily broken. [jumpto=minmax] MORE ABOUT MIN/MAX TECH[/jumpto] Roller Tech - Roller tech is the use on cylindrical or spherical objects such as barrels or propane tanks to move heavy objects that would otherwise be immovable to a player such as barriers or dumpsters. [jumpto=roller]MORE ABOUT ROLLER TECH[/jumpto] RB Tech - RB tech is the use of the Xbox controller's right bumper (RB) to flip an offset vehicle. The movement of this vehicle is usually used ro activate a touch switch. [jumpto=rb]MORE ABOUT RB TECH[/jumpto] Magnetism Tech - Magnetism tech is quite simple. Magnet switches take advantage of a useful trait of Grav Lifts: a Grav Lift, in addition to lifting objects above it, will also affect objects immediately below it. Man Cannons have the same property, but the pull below a Man Cannon's base isn't as strong. [jumpto=magnetism]MORE ABOUT MAGNETISM TECH[/jumpto] Resistance Tech - Resistance tech is the use of a custom power-up (Invisiblity and Overshields work as well) or Machine Gun Turret/Plasma Turret to restrain an object until it is picked up or broken. The most common example of resistance tech is a dumpster with a man cannon behind it pushing it forward and a custom power-up in front of it holding it back. When the custom power-up is picked up by a player the dumpster is unrestrained and goes flying (a.k.a. dumpster cannon). [jumpto=resistance]MORE ABOUT RESISTANCE SWITCH[/jumpto] ]Regen Tech - Regen tech uses the the regenerator to activate a touch sensitive switch. For example, if a player throws a regenerator near the wire of a wire switch the wire will be jolted activating the switch. This can also be used to bring inactive objects up through the floor as shown by Goatnuts420's Regen Roller switch. [jumpto=regen]MORE ABOUT REGEN TECH[/jumpto] Key Card Tech - Key card tech is the use of a power drain (radar jammer works too but takes a while) thrown/inserted into the switch to cause fusion coils or propane tanks to explode. Pieces of equipment like the power drain remove themselves from play with a small explosion after their effect is done. This small explosion is enough to set off fusion coils and other explosive objects causing a larger explosion which may be used for activating a min/max switch among other things. [jumpto=keycard]MORE ABOUT KEY CARD TECH[/jumpto] Hinge Tech - Hinge tech is the use of gravity lifts and pallets to create a hinge motion of the pallet. It works by gravity lifts pulling on pallets that are wedged in a corner to give the pallet something to hinge on. Whatever way you place the gravity lift is where the pallet will end up after it is moved/pushed through. [jumpto=hinge]MORE ABOUT HINGE TECH[/jumpto] Additional Info Spoiler - Another minor tech is the gravity rotator - Foundry's "Bridge" object is thin enough for vibrations to pass through it. - Sandbox's "Column, Damaged Small" object is the only object that is susceptible to Gravity Lift's effects without letting the Gravity Lift go through it. - Most switches are created on either Foundry or Sandbox, as both maps have a lot of space to work with and a good selection of objects to use in switches. - Although you might not realize it, all switches involve at least one movable object. - Certain objects, including teleporters and weapon holders, are immovable objects which vehicles can pass through unaffected. - Unlike man cannons, gravity lifts don't work with delayed spawn switches because they effect the objects as soon as they spawn. [aname=switchtechs]SWITCH TECHS[/aname] [aname=hinge]Hinge Tech[/aname] Spoiler Hinge tech is the use of gravity lifts and pallets to create a hinge motion of the pallet. It works by gravity lifts pulling on pallets that are wedged in a corner to give the pallet something to hinge on. Whatever way you place the gravity lift is where the pallet will end up after it is moved/pushed through. Demonstrations 1. Window Flap Put a pallet up against an opening with a gravity lift abot it holding it up. Once you want through and push it it'll flap up against the ceiling. (Overview) http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/1-10.jpg (Walking through the door and the pallet sticks to the ceiling) http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/2-11.jpg 2. Self-Closing Door Place a pallet in an opening with a gravity lift pulling it against the opening on one side http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/3-11.jpg When a player walks through the door, the force of the gravity lift will pull the pallet door closed again http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/4-6.jpg Photos by goatnuts420 [aname=keycard]Key Card Tech[/aname] Spoiler Key card tech is the use of a power drain (radar jammer works too but takes a while) thrown/inserted into the switch to cause fusion coils or propane tanks to explode. Pieces of equipment like the power drain remove themselves from play with a small explosion after their effect is done. This small explosion is enough to set off fusion coils and other explosive objects causing a larger explosion which may be used for activating a min/max switch among other things. Demonstrations 1. Key Card Door Create a room with a few fusion coils in it and a gravity lift that will force spawn another when it breaks. Then throw your power drain into the room through a slot you've made. Then when the power drain explodes shortly after it'll explode the fusion coils and the first gravity lift spawning the second one which lifts the door. (Before the door is opened) (When the power drain explodes, the second gravity lift opens the door) Photos by Zombiedude101 [aname=magnetism]Magnetism Tech[/aname] Spoiler Magnetism tech is quite simple. They take advantage of a useful trait of gravity lifts: a gravity lift, in addition to lifting objects above it, will also affect objects immediately below it. man cannons have the same property, but the pull below a man cannon is quite weak. Gravity lifts in magnetism switches can use their pull to do several things; hold an object up against a surface, hold an object sideways againt a surface, or increase the gravity and pull down on an object. Because the strength of the pull below a gravity lift is not extremely strong it can still be overcome in certain ways. For example, if you are already moving pretty quickly (from a man cannon or other force) the magnetism will still affect you but not as strongly as it would if you were moving slowly. Demonstrations 1. Holding Up The warthog is being lifted and held against the wall because of the gravity lift above it. This concept can also be used to hold players up against a surface. 2. Holding Sideways This crate would naturally fall to the ground but the gravity lift behind it is angled to hold it against the side of the wall. 3. Increase Gravity Here is the normal jump height of a player. Here is the decreased jump height of a player when the gravity is increased by standing above an upside-down gravity lift. [aname=minmax]Min/Max Tech[/aname] Spoiler Min/max tech gets its name from Forge Objects' Run-Time Minimum and Run-Time Maximum settings which allow the switch to work. A min/max switch is basically a mechanism that relies on the destruction of an object; when the object is destroyed, the Run-Time Minimum setting forces a different instance of the object to spawn elsewhere. The most commonly-used objects in min/max switches are Fusion Coils, Grav Lifts, and Pallets, because they are all easily broken. Demonstrations 1. Force Spawn an Object First off, place two breakable objects on the map (in this case two pallets) Press X on the object to edit it's settings and X again to access the run-time minimum and maximum settings. Change the run-time minimum to 1. Notice the run-time maximum is 2 because there are 2 of this object placed on the map. Next, change the settings on one of the objects to RESPAWN RATE: NEVER and PLACE AT START: YES and change the settings of the second object to RESPAWN RATE: 180 and PLACE AT START: NO. What this does is it causes one object to spawn on the map at the beginning of the game but never respawn once it's broken. The other one doesn't spawn at the start of the match but will spawn 180 seconds into the game. Setting the object's run-time minimum to 1 makes it so there must always be at least 1of this object on the map. Therefore, breaking the first object will force spawn the second even thought it isn't set to spawn for 180 seconds. This works for many breakable objects: fusion coils, turrets, pallets, equipment, vehicles, ect. Photos by Ferretness [aname=rb]RB Tech[/aname] Spoiler RB tech is the use of the Xbox controller's right bumper (RB) to flip an offset vehicle. The movement of this vehicle flipping is usually used to activate the interworkings of the switch. There are many different uses of RB switches. For example, the use of the vehicle switch may be to bump a fusion coil and set off a min/max switch OR it may bump into another movable object and set off the wire for a touch switch. Demonstrations 1. Power RB Switch When you put a delayed-spawn shield door interlocked with an offset vehicle it increases the flip distance http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/2-1.jpg Notice how far the vehicle goes when it is flipped by the player. http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/32.jpg [aname=regen]Regen Tech[/aname] Spoiler UNDER CONSTRUCTION... [aname=resistance]Resistance Tech[/aname] Spoiler Resistance tech is one of the most simple and most used switch techs. Resistance switches consist of a movable object being restrained from moving the direction it would naturally go. The object holding back the movable piece (the restrainer) must be strong enough to restrain it while still be able to be removed when necessary. For this reason most resistance switches use either the three types of power-ups or a turret. Power-ups are solid objects but can be picked up allowing the movable object being restrained to move. There are several forces that can affect the natural movement of an object; gravity lifts, man cannons, and of course gravity itself. Demonstrations 1. Dumpster Cannon The dumpster would like to move the direction that the man cannon is pushing it but the custom power-up is holding it back. When a player pick up the custom power-up the dumpster is free to be propelled forward by the man cannon behind it. 2. Closing Door Here the dumpster would naturally fall down because of gravity but it is being held up by a custom power-up. Spoiler Sorry, I forgot to save the first door pic so I'll add it soon When the custom power-up is picked up by running through the opening the dumpster is free to fall and blocks the passage and closing the door. 3. Simple Elevator The crate has a gravity lift underneath it pushing it upwards but it is being help down by a custom power-up. When a player walks onto the elevator (crate) and picks up the custom power-up, the elevator is able to move upwards and lift the player with it. [aname=roller]Roller Tech[/aname] Spoiler UNDER CONSTRUCTION... [aname=wire]Wire Tech[/aname] Spoiler When an object is undisturbed for several seconds, the game's physics engine and collision detection system ignore it. Such ignored objects are not affected by Man Cannons, or even gravity itself (but will be affected by Grav Lifts). If, however, these objects are touched or hit by some force (be it a player, a bullet, an explosion, or anything else), then they stop being ignored and Man Cannons and gravity once again begin to affect them. Demonstrations 1. Simple Scenery Trap Create the wire by laying down "Moveable" objects right next to each other so they are "touching". Now place the "Shell" around the wire so its hidden (view from above) Connect another movable object (a pallet in this case) to the end of the wire that sticks out of the shell. Now create scenery against the object sticking out of the shell and make sure they're all touching (Above view of movable scenery connected to the end of the wire) (Player view of scenery at the end of the wire. The rocket launcher marks the start of the wire) Finally set a man cannon or two behind the wall with scenery angled towards the player. Then set these man cannons to NOT spawn at start and give them a respawn rate of 10 (Before 10 seconds) (After 10 seconds, trap is ready) Then you can watch your friend get pummeled by scenery when they try to pick up the rocket launcher Photos by Adelyss [aname=dictionary]Switch Dictionary[/aname] Spoiler Index: Automatic Switch Breakable Object Cannon Damage Switch Flow Switch Fuse Tech Hinge Tech Immovable Object Key Card Tech Magnetism Tech Manual Switch Min/Max Tech Movable Object Power RB RB Tech Regen Tech Resistance Tech Roller Tech Scenery Trap Shell Supply Switch Switch Tech Trap Wire Wire Tech __________________________________________________ Automatic Switch- An automatic switch is a switch that is set off by the player without requiring any input from the player. For example, a switch that supplies a player with weapons once they step on a pallet would be considered automatic. Most switches that use wire tech, hinge tech, and magnetism tech are automatic switches. (Opposite of Manual Switch) Breakable Object- A breakable object is an object that can be "broken" or destroyed by a player via damage. A few breakable objects include; fusion coils, pallets, turrets, vehicles, and most equipment. Cannon- A cannon is a type of switch that somehow fires an object(s) at high speeds. Cannons are usually used to damage a player but can be used for a variety of things including launching supplies to aid a player. Damage Switch- Switches that causes harm to a player. The damage inflicted on the player can range from slightly draining their shields to completely killing them. Damage switches include switches like dumpster cannons, fusion coil trip wires, and shield-draining doors. Flow Switch- Switches that aid or restrict a player from going from point A to point B. These include such switches as doors, elevators, catapults, and switches that involve the use of teleporters. Fuse Tech- Fuse tech is a minor switch tech that uses upside-down man cannons to slide plasma grenades across a flat surface. This can be useful for setting off a switch by sending a plasma grenade somewhere the player cant reach. This way the only way to activate the switch is to have a plasma grenade. Hinge Tech- Hinge tech is the use of gravity lifts and pallets to create a hinge motion of the pallet. It works by gravity lifts pulling on pallets that are wedged in a corner to give the pallet something to hinge on. Whatever way you place the gravity lift is where the pallet will end up after it is moved/pushed through. Immovable Object- Immovable objects are objects that can in no way be moved or destroyed in any way during gameplay. These objects will also never reset during the game. Immovable objects that are in every map include sender, receiver, and two way nodes (teleporters) and weapon holders. There are other immovable objects in other maps such as walls, boxes, stairs, etc. However some boxes are movable in maps, so to test an object simply get a vehicle and drive into it. Key Card Tech- Key card tech is the use of a power drain (radar jammer works too but takes a while) thrown/inserted into the switch to cause fusion coils or propane tanks to explode. Pieces of equipment like the power drain remove themselves from play with a small explosion after their effect is done. This small explosion is enough to set off fusion coils and other explosive objects causing a larger explosion which may be used for activating a min/max switch among other things. Magnetism Tech- Magnetism tech is quite simple. Magnet switches take advantage of a useful trait of Grav Lifts: a Grav Lift, in addition to lifting objects above it, will also affect objects immediately below it. Man Cannons have the same property, but the pull below a Man Cannon's base isn't as strong. Manual Switch- A manual switch is a switch that requires input from the player to activate it. For example, a switch that dispenses supplies to a player once they've inserted a key card (power drain) would be considered a manual switch because the player had to go out of their way to activate it. Most switches that use RB tech, fuse tech, key card tech, min/max tech, regen tech, and roller tech are manual switches.(Opposite of Automatic Switch) Min/Max Tech- Min/max tech gets its name from Forge Objects' Run-Time Minimum and Run-Time Maximum settings which allow the switch to work. A min/max switch is basically a mechanism that relies on the destruction of an object; when the object is destroyed, the Run-Time Minimum setting forces a different instance of the object to spawn elsewhere. The most commonly-used objects in min/max switches are Fusion Coils, Grav Lifts, and Pallets, because they are all easily broken. Movable Object- Movable objects are objects that a can be moved or destroyed during gameplay via grenades, melee, or walking/driving into them. These objects can be moved out of place and will respawn back in their normal spawn positions after a period of time. Power RB- Power RB is a variation of RB tech that utilizes a delayed spawning shield door to make the vehicle being flipped fly further. This can be helpful when the abject being hit by the vehicle needs to be further away from the player. RB Tech- RB tech is the use of the Xbox controller's right bumper (RB) to flip an offset vehicle. The movement of this vehicle is usually used ro activate a touch switch. There are many different uses of RB switches. For example, the use of the vehicle switch may be to bump a fusion coil and set off a min/max switch OR it may bump into another movable object and set off the wire for a touch switch. Regen Tech- Regen tech uses the the regenerator to activate a touch sensitive switch. For example, if a player throws a regenerator near the wire of a wire switch the wire will be jolted activating the switch. This can also be used to bring inactive objects up through the floor. Resistance Tech- Resistance tech is the use of a custom power-up (Invisiblity and Overshields work as well) or Machine Gun Turret/Plasma Turret to restrain an object until it is picked up or broken. The most common example of resistance tech is a dumpster with a man cannon behind it pushing it forward and a custom power-up in front of it holding it back. When the custom power-up is picked up by a player the dumpster is unrestrained and goes flying (a.k.a. dumpster cannon). Roller Tech- Roller tech is the use on cylindrical or spherical objects such as barrels or propane tanks to move heavy objects that would otherwise be immovable to a player such as barriers or dumpsters. Shell- The shell of a switch is the part that protects its inter-workings from being disturbed by outside factors (players, gun fire, ect.) and makes it look good. Although 90% of a switch is what's inside, the shell is the 10% that players see and come in contact with the most often. Therefore, a switch's shell should be as nice as possible. Supply Switch- Switches that aid a player with supplies. These switches provide a player with things like weapons, vehicles, equipment, and power-ups. Switch- Switches come in all shapes, sizes, and uses. There are 3 criteria that define a switch. These are Trigger, Mechanics, and Purpose. When you put these 3 together, you have your switch. A switch will be activated by a player, whether knowingly or not, in many ways through either a remote activation, contact activation, or interaction with an object. Switches can be used for various things such as traps, draw bridges, activated doors, etc. After the trigger is tripped, the Switch's mechanism will activate which will result in the finished product. The Purpose of a switch is what the switch is used for and accomplishes once activated. Tech- A switch "tech" is usually a way of activating a switch, but there are also many techs that are used for the guts of a switch. Techs are the basis for which any switch is made and every switch uses one. Here is a list of all the current switch techs: Fuse, Hinge, Key Card, Magnetism, Min/Max, RB, Regen, Resistance, Roller, and Wire. Trap- A trap is a switch that affects a player somehow against their will. Traps can do damage to a player, contain them somewhere, makes them take a longer route in a race, and more. Most traps are activated via a wire tech switch but can also be manually sprung by an opposing player. Wire Tech- When an object is undisturbed for several seconds, the game's physics engine and collision detection system ignore it. Such ignored objects are not affected by Man Cannons, or even gravity itself (but will be affected by Grav Lifts). If, however, these objects are touched or hit by some force (be it a player, a bullet, an explosion, or anything else), then they stop being ignored and Man Cannons and gravity once again begin to affect them. __________________________________________________ Credit to Canadians360 and H3Artificer.com for a few definitions Sorry but I exceeded the max amout of pictures per post so a few images are linked instead of being embedded
Thanks for posting this, I had no clue about the wire switch stuff. I've been thinking about making a map full of death traps everywhere and that made me decide to do it lol.
yeah ive been into switches since i first heard about them and once the old site i used to post switch guides on died (temporarily) i decided the ForgeHub deserves some of the action so here it is.