Switch Dictionary

Discussion in 'Halo and Forge Discussion' started by Ching Chong Kid, Jan 12, 2010.

  1. Ching Chong Kid

    Ching Chong Kid Ancient
    Senior Member

    Messages:
    113
    Likes Received:
    0
    The Switch Dictionary
    [​IMG]

    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
     
    #1 Ching Chong Kid, Jan 12, 2010
    Last edited: Jan 13, 2010
  2. Spicy Forges

    Spicy Forges Ancient
    Senior Member

    Messages:
    2,885
    Likes Received:
    37
    You should seriously consider putting all these guides into one big compilation becauase they are really helpful.
     
  3. Shenanigans.nom

    Shenanigans.nom Ancient
    Senior Member

    Messages:
    300
    Likes Received:
    0
    Yes I may just try some of these out, This is really impressive that you took the time to do this. Really descriptive descriptions god job.
     
  4. Ching Chong Kid

    Ching Chong Kid Ancient
    Senior Member

    Messages:
    113
    Likes Received:
    0
    Thanks for the input guys. And I have put them all together HERE, its a little site i made to put all the guides and stuff together. I just thought I'd share them here too.
     
    #4 Ching Chong Kid, Jan 12, 2010
    Last edited: Jan 12, 2010

Share This Page