Alowing a 'touch to pick up' version of all power ups. I don't see why we shouldn't have that option.
Movement paths I've been walking around with an idea for some while now, then I found out about this thread hehe! The option for scripting movement is really cool and it works great to some extent but a better fool-proof way to script movement would be through the use of a path. A path could be an invisible object like the script brain. I'm thinking of straight and curved lines which you could group together to form the desired path. Just like you can configure the intro camera, an object could be linked to a path by a script. Through the script you could adjust things like the velocity of the object or whether the object should run parallel to the path or not. Just an idea though that popped in my head when I read that the creator of Station 7 had trouble with scripting that bend in the track for the train. Someone else might already have come up with this idea but I felt I had to share it anyway.
You shouldn't be able to see the crease when glass overlaps... it looks ugly and unrealistic. Ruins a lot of potential creations. Also, smaller glass pieces, like 2x2, etc.
From time to time this has come to bug me while forging is the lack of a man cannon or grav lift that doesn't lock you in predetermined path. If you recall back in Halo 3, entering a man cannon would propel you forward but depending on whether you entered the man cannon slowly or quickly would alter you path dramatically. Coming in at an angle meant you went out at an angle. But why is this an issue? To put it short, this new mechanic is good for making sure you man cannons apply players to the same location each time but not for launching objects in gametypes like Trash Compactor or Hurricane. Objects and players may become stuck when lifts are at angles, against walls, or lifts are near each other. A man cannon without predetermined paths would allow for this since the lift doesn't have to correct an object's position on the lift before launching, it just sends it out. This would also help with lifts up against walls or making a single lift that can be accessed from multiple angles with multiple outputs depending on the speed and angle in which an object or player enters it. So what im asking for is the ability to either turn off predetermined paths on launchers and lifts and add a general power setting, or a new object that has predetermined paths off.
I want palm trees, flowers, and Lanterns. Building a place right now and I want to place flower pots dang it!!
The way location name volumes work now is annoying. Scrolling through a seemingly unorganized list is tedious. Here is how it should work on my opinion: The name volume is split up to two parts: a prefix and a suffix. Prefixes will be the first part of the name and will include things such as: red, blue, other colors, top, bottom, back, cold, Etc with a none option as well. Suffixes will be the last part of the name and include things such as: base, bridge, street, tower, mid, cave, etc. This lets you mix and match names and gives hundreds of more options. You can leave out the prefix to just get single terms like: mid, cave, etc if desired. But also have options for blue cave or top mid by combining them... And the list should be alphabetized! --- Double Post Merged, Feb 20, 2016 --- Square glass pieces too instead of all rectangles please
They should add scripting path ways in a similar way that we can map out the paths that intro and outro cameras take --- Double Post Merged, Feb 22, 2016 --- it'd be nice to have rings with much smaller diameters
Thread should probably be updated with new objects from this update as well as put into spoilers each month. And my suggestion for forge is that we desperately need a clipping tool. Soft clip blocker - Only blocks player/vehicles Full clip blockers - grenades, gunfire, players
How about some sort of "soft weld" option? Something that would allow grouped objects with varying physics settings to move as one, or at least some way to make it so that one object will always maintain its position relative to some other reference object (perhaps with a script). The problem currently is that since Hammer Storm, there are many objects (invisible lights, fx objects, etc), that can't be welded to objects with normal physics, so we need some other method of having those objects positions be relative to said object. Say for instance, someone wanted to make a spiky ball of death that would roll down the hill. The only way to do that would be to weld all the objects together & set them to normal physics. That would be impossible at the moment, because the necessary kill volumes can't be set to normal, so we need some alternative method (perhaps not forcing all welded objects to the same physics, if possible).
Wait, why did they remove that? Wasn't that a feature that they showed off in the cartographer's gift live stream, and one of the intended purposes of welding to begin with?
This has probably been requested before, but it would be awesome if we could script things to happen on a delay without having to script a dummy object to despawn/respawn . I think the way it could work is if we give any/all scripts an initial delay value, such that if the condition is met, the action will be carried out after the delay. We should still have the timed events (that have initial & repeat delays), but i can't think of any reason why the initial delay value couldn't be a part of all scripts. That way, we could do with one script, one object, and one channel what right now takes a dummy object, several scripts, and at least one extra channel (using up more objects, scripts, and channels that could be used elsewhere. Similar, it would be nice if we could have dedicated pressure plates and/or proximity triggers (a pressure plate right now requires an invisible blocker, script brain, and at least 7 scripts). They should also bring back explosive volumes. In light of the random -180 degree snap glitch that Hammer Storm brought, I would like to suggest that we be given the ability to lock position and/or rotation separately. In fact, what would make it even better is if we could lock individual axis (for either rotation or position). I think having the lock be all or nothing is counterproductive, especially when it comes to editing colors, scripts, etc. 99% of the time, people lock an object only to prevent it accidentally being deleted, rotated, or moved, *not* to lock themselves from editing the scripts. Though I suppose people might still want to lock out the scripts from changes. Perhaps give us the ability to lock any given value/field in an object? If that's too much, I still suggest the ability to lock rotation and/or position without locking the object down completely.
Either an option to 'Turn Off Light Bake on All Items' or have them by default, turned off. Turning off light bake is time consuming. I wouldn't mind it the other way around, turning it on manually.
After going through hell trying to build a modern roof, I think a variety of angles for the triangle pieces would be nice. And a little more variation on sizes.
Custom angle adjuster under map options that would appear in the angle selection window when scrolling through the different options. Example: I want to build walls on a 82 degree angle relative to a wall that's set on a 45. Noe when I want to put anything in that room parallel with that wall, I have to match that 82 degree angle on each new object I add to the room. How it would work: under map options add a setting that says custom angle. I'll set it to 82. Now when I select an object and use the rotation feature I can cycle through the angles (...5, 15, 30, 45, 60, 82, 90....)
Invisible blockers and stairs Stairs catch grenades, which makes sense for a realistic standpoint, but from a gameplay standpoint the awkward bouncing and grenade catching is terrible. I also understand that they do not want grenades bouncing off invisible blockers because of how awkward that looks. We need some middle ground. Either change the invisible blockers to the way they once were or add an option to the stairs so that we can make it so grenades interact with them like ramps. As of right now it’s getting to the point where you to choose between good gameplay and good aesthetics which is something we should not have to choose between when it comes to our inclines.
They only catch grenades in forge. They don't do that in customs. If anything, they need to work on ensuring consistent game behavior between the two modes.