Hey guys. Yeah I'm new and what not but that's irrelevent. My friend and I had an idea for recreating a gears of war 2 map. I forget the name but it was the map with cover that goes up when a player is near and down when not. I wanted to know if anyone knows how to make such a thing in forge. Basically have objects move up as cover when someone is close and then have them move back in place when the player leaves. If it's possible and someone knows how please post how it's done.
Maybe a really intricate switch? I can't see it being very plausible in game, but it's definitely worth a shot. Good luck, it'll be cool to see if you can get it working. Let us know if you find anything Regards
The only thing that could be sensitive of a player's presence would be some kind of pressure switch on the floor around the cover/object which the switch raises/lowers. That said, I have no idea how to go about turning that in to a workable switch and can't even begin to think how you'd even create a pressure sensitive switch, let alone one that isn't just single activation. I think your main problem even if you work out a theory would be finding moveable objects to make it work, since the only way I can think of making cover that rises and falls would be to have a moveable object with a grav lift underneath. Sadly both moveable objects and switch-friendly grav lifts are not something that Bungie focused on when making Reach's forge. Good luck with it but I think this one may be too complex to create in forge, especially if you want it to be reliable and even have multiple instances of it in one map.
That sort of thing is actually possible through a combination of some things here, but having a single switch like that on a map takes a large portion of the budget and requires structures around it for the infrastructure needed to make it work. To make a few doors that open or close when players walk by or one or two crates that pop up would be possible although not at all feasible. Making an entire map with dynamic cover, however, would be absolutely impossible IF YOU DIDN'T NOTICE THE LINK IN THE MIDDLE OF THE TEXT CLICK ON THIS I say that because the next guy apparently didn't.
You could do something similar that costs less money. You could use the mechanism that this uses, except make it so that if the person wants to use the cover, they need to shoot a fusion coil (that subsequently spawn another one) which sets off the reaction for the door. You can use flag stands to restrain the crate from moving too far up. Alternatively, instead of shooting the fusion coil, you could have the landmine on the ground covered by a shield door. That way, they walk on it, a sereis of explosions go off, and the cover pops up about a second and a half later. That cover will stay there until someone moves away from it (though it may take a while to reset). As far as I know, through my testing in my own maps, it will not reset if someone is near it. From what I know of switches that sounds like your best bet to conserve budget and achieve the desired effect.
Thanks guys. The last two sound good for normal switches but i need the cover to be able to phase through the floor. I'm probably asking for too much with that. I'll give it a try and see what happens.
Thank you, for your extreme lack of observational skills and maturity. In case you didn't notice, you said "A combination of things here", giving a different link entirely and failing to fully explain how to utilize them to achieve the desired result. I gave a more direct link and then continued on to say exactly how it would be designed within the map. Granted, you did mention the likelihood of being able to construct a fully-functioning map given the required drain on budget, but that only further proves my point that these are two different responses. Back on topic, the crate could be placed on ground level, so that way they could walk over it as if it's the ground. The only object that I'm aware of which can have other items phase through it (aside from shield doors) is a capture plate. Unfortunately, this would serve the opposite purpose, as the players could phase through it and the box couldn't. If you need any help with the mechanism I proposed, send me a message and I'll see if I could help you out in-game with the construction of the system.
the map with the dynamic cover is called "Ruins" Not possible, unless you play exclusively in Forge and have a couple of guys fly around lifting up blocks through the floor whenever players get close. As the previous posters said, the closest thing you can get would be some kind of proximity switch. The next closest thing that i can think of would be to set the cover to spawn after a certain period of time. this would mean that it wouldn't be player-activated, however it would save on credits while still giving the illusion of being "dynamic."