Dope video man. Been trying to get this to work since day 1. Definitely going to use this.
@Almightylos10 ай бұрын
Perfect got it working on my map appreciate it🙏
@Beibok10 ай бұрын
Thank you so much! Been looking for this exact thing for ages. Really hoping this works! :)
@Beibok10 ай бұрын
"For ages" lol I guess it's only been a few days but still hahaha
@-Zechariot10 ай бұрын
@@Beibok What I found out after making this video is we are actually not even limited by the given amount of wave managers. Turns out, we can CREATE our own managers if we were to run out of “user 1” through “user 5” managers. So if you run into the problem of not having enough managers, here is a simple solution: Create a “Declare Wave Manager” node from the “Variables Advanced” tab. Name the identifier anything you want, this will just be the identifier you have to use again. DO NOT change the initial value. If you do, you won’t be able to clear the option and it will lock the manager into one of the users, default, map or mode. Leave the scope local. If you do that, it creates a new wave manager that you can make an endless amount of. Then under the same variables advanced category, create a “Get Wave Manager Variable” node and fill in the blanks. Identifier is the one you named in the declare wave manager node, and scope is local. Then all you have to do is plug in the “value” output from that node to the manager or wave manager input circle on the “Add wave to wave manager” node or any of the nodes that require it in this video and it will work. So if you have 100 AI spawners, they can all function like what this video shows, without a limit.
@Beibok10 ай бұрын
@@-Zechariot Hey thanks so much for the reply! I was a bit worried about that so will likely end up using that method. If I run into any issues is there any way I could contact you on discord or something? If not no worries!
@-Zechariot10 ай бұрын
@@Beibok I haven’t ever used discord before really 😅 and I ended up with some weird results when doing it the way I typed before. It worked one time, then broke another. It’s shaky at best I think.
@Beibok10 ай бұрын
@@-ZechariotNo worries. I've like triple checked my script for my first squad, and I have it set up exactly as you do but it wont respawn 😢. I'm using a phantom spawner though, would that affect it at all?
@dramaticmudderer520810 ай бұрын
Hope it's possible to change ai health or stats in general like bots
@creepyodms802310 ай бұрын
hey awsome video, got everything working nicely. just curious is there any way i can increase the object list inputs? i want to have varied spawn points with endless waves of ai popping out
@SA66_Rvsty9 ай бұрын
There’s a “combine object list” node that allows you to combine multiple lists. Could have 8+ spawners on 1 wave.
@jacoblander97859 ай бұрын
I got it but it only loops one time so the wave spawns and dies then spawns again a 2nd time but thats it? Where did i go wrong?
@dblanque10 ай бұрын
Hey man, great video! Couple of questions as I don't usually Forge but I might get into it soon... Couldn't you just append multiple wave spawners to the same object list/array instead of duplicating the Script Brain? Also, you should be able to use an OR condition to unify the ON WAVE END and ON GAME START conditions and reduce code or in this case script redundancy. Does Forge restrict you to one link per node, or can you link A → B && A → C && A → D?
@-Zechariot10 ай бұрын
The way the scripting is, it doesn’t allow for two events to use the same exact nodes, or to be connected in some way. Otherwise I could have easily had it set to repeat the script at the beginning by simply plugging in “on wave end” to the same “wait n seconds” node. But if you try that, the game spits back an error saying “___ node is connected to multiple events” and it sucks because it does cause redundancy in scripting such as this.
@dblanque10 ай бұрын
@@-Zechariot Ahhh damn... That's kinda shitty. I'll let you know if I find any ways of optimizing, good stuff nevertheless mate :)
@ForgeTutorials-MaxBloodB-kq4bn9 ай бұрын
You can use custom events to get around this. I have a pretty in depth knowledge of scripting if anyone needs a hand with anything.
@dblanque9 ай бұрын
@@ForgeTutorials-MaxBloodB-kq4bn Yeah I started checking all the node types and noticed this too. Custom Triggers/Events are definitely a more organized way of looping an infinite wave system.
@TheVeteranLord9 ай бұрын
Legend 🫡
@davidjonathan36232 ай бұрын
You sir have earned my subscription. Can you put this online to download
@pemba99910 ай бұрын
amazing, thank you
@RedDaddy3287 ай бұрын
If I wanted more than 5 spammers what would I make the 6th? There’s only 5 User presets in the Wave Manager
@taylorpotts807 ай бұрын
I am attempting to create an entirely new firefight game mode. I've created everything script and node wise needed. I can't seem to create a game mode. I can get a base but I need it to run very similar to the firefight king of the Hill without king of the Hill or wave settings
@-Zechariot7 ай бұрын
All you need is Slayer as the base game mode. You can configure the settings to fit what you need pretty easy.
@Gladigator9 ай бұрын
So you use User 1-3 for the three separate squads, I have 14 squads and there's not enough "users" to make them respawn individually, i think. Will this still work if I have to repeat user 1 for a squad on a different team? Or is there another way that i would have to use. Nice video and thank you.
@Gladigator9 ай бұрын
nvm just saw ur other reply ab declare wave manager, going to give it a try
@-Zechariot9 ай бұрын
@@Gladigator unfortunately after trying that again in a different map, the game spit an error at me saying variables can’t be used to start an event which is weird. Because it DOES work and creates as many wave managers as you want but getting them to respawn once that wave manager is done, is where the problem comes up.
@Gladigator9 ай бұрын
@@-Zechariot I found an alternate solution... On squad Remaining Percent (Events AI), Spawn Squad Through Definition (AI), Get Squad Definition From AI Spawner (AI), Object Reference (being the spawner)... I use 30 AI instead of 32 to avoid the annoying debug message
@Gladigator9 ай бұрын
nvm, that doesnt work either
@nickbattista726810 ай бұрын
idk if you do but you should make these into prefabs, makes it 100 times easier for us that stink at scripting lol, great vid
@-Zechariot10 ай бұрын
I had just heard about that yesterday. I haven’t figured out how just yet 😅 I’ve been meaning to look it up because that would help everyone just plug-n-play if need be.
@nickbattista726810 ай бұрын
if u know how to make normal prefabs then its very simple, i usally just place a random block next to the script brain and then select both of them and turn them into a prefab. looking forward to downloading!!
@emiliodelangel3010 ай бұрын
@@-Zechariotpls make it a prefab 🙏
@-Zechariot10 ай бұрын
@@nickbattista7268 Thanks! I've figured it out, and I'm going back to my previous videos and adding the links to them in the description, as well as adding them into my videos from now on! Appreciate the tip!
@-Zechariot10 ай бұрын
@@emiliodelangel30 I'm in the process of getting all my graphs uploaded now. Check back in a few hours in the video descriptions and there should be a link to them included. Cheers!
@Wuunderboy6 ай бұрын
For some reason my ai will not spawn at all
@Alex-df9rh10 ай бұрын
I’ve tried to make a duplicate script for Allies but they still spawn only if there’s no enemies spawned and when the Allies die the enemy spawns. How do I fix this
@jaredmclean993410 ай бұрын
I was just wondering, what do the different script brains do? I usually only use one and it works fine but if multiple is better I’d love to know why. Thank you in advance! :)
@-Zechariot10 ай бұрын
Multiple script brains don't do anything different functionally than a single brain. It is just a way to save room and organize your different scripts into their own space so you don't have to navigate through a bunch of other scripts to find the one you want. As for duplicating them, it makes it easier to duplicate larger scripts, because duplicating them in the node graph tends to cause the nodes to spaghettify which means a lengthy time rearranging. But if you are more a fan of consolidation, then a single brain will still function identical to multiple.
@StageGeek8 ай бұрын
whats the best way to stop the infintie spawner after the wave has started. Lets say I wanted to spawn infinite waves for a time, and then, by pressing a button, have it so the last spawned enemy will be the final wave. Should I just script the button to delete the spawner?
@-Zechariot8 ай бұрын
Technically you could delete the spawner BUT that would break the events. The game already started, and there’s no end of the wave to trigger them to spawn in that wave again. But the easiest way is to insert a Boolean variable. Declare a Boolean variable, name it “EndlessSpawnOn” and have the initial value set to true. Then use this exact script, but right after the event, like on game start, use a branch. Make a “get Boolean variable” node and name it the same as the declare Boolean node. Then just connect that to the condition. This works since the Boolean variable values are literally true and false. Then all you need to do Is create that button, and with the script “On object interacted” (button) > set Boolean variable, same name as earlier, set to false. That will stop them from respawning. In order to start it once again, just copy the “add wave to wave manager” nodes from this script and plug them into the event of your choosing that you want to make them start respawning once again.
@Almightylos10 ай бұрын
Another idea, how to split a group of 8 AI into 2 squads, for example a phantom drops 8 units, but I want to tell 4 to go in one direction and 4 in another
@-Zechariot10 ай бұрын
I'm pretty sure there is a way, and I'm already visualizing it, but I'm going into the scripter to play around and see what I come up with, now that I've found out more about how to use the "On Squad Spawned" node.
@-Zechariot10 ай бұрын
I was able to pull it off. Took me forever. kzfaq.info/get/bejne/d8yHddWksZm1fGw.html
@TheYak22668 ай бұрын
is there a way to build reuseable functions/node graphs? Its a lot of duplication
@-Zechariot7 ай бұрын
Sorta yes, depending on how you do your triggers. Custom Events can definitely reduce MUCH duplication.
@TheYak22667 ай бұрын
@@-Zechariot I really wish they would let us write code instead of just using the node graph editor. I would LOVE a vs code integration.
@joshuawilson83686 ай бұрын
How would I go about doing this for 32 individual Ai/squads?
@-Zechariot6 ай бұрын
It's a LOT of duplication but there is a way. Just take a lonnnnng process of declaring squads. And only up to 26 since there's only 26 squad labels. They didn't give us a good way of doing this due to how squad information gets deleted on AI death.
@joshuawilson83686 ай бұрын
@@-Zechariotif there is a way then ig I’m interested. I’m trying to make a team death match with ai marines vs banished.
@ouzbelizovichaoj480510 ай бұрын
Hi, I would to know to end a game cause of the last waves.. I don’t know use Wave Manager you can’t name a wave and use it. Ive created 8 waves and I would like the game end at the end of the waves 8.. Well Ty for all your videos who learn us a lot !
@-Zechariot10 ай бұрын
Hi there. I have a video covering how to set up your waves in order, and what to do when all waves finish. kzfaq.info/get/bejne/b7KWic97rdmxZ2w.htmlsi=LiT6u1PjvatPXFeP If you already have your waves setup and working properly in order, just follow the steps of the video beginning at time stamp 18:16. What you will need to do differently than the video, is instead of duplicating all of the script to connect at the end for infinite loop, you don’t do that, and create an “end round” node. Connect “branch” node true output to the “end round” node, and make sure the end round mode you chose has “end game” option set to true. That should end your game after all of your rounds complete in the right order.
@ouzbelizovichaoj480510 ай бұрын
@@-Zechariot Nice one, Ty man have a good day !
@wyattbegay44977 ай бұрын
How do i spawn bots in forge?
@-Zechariot7 ай бұрын
Use "Add bot" node and connect it to an event node and you should be able to spawn them in
@user-db8my4ov9f10 ай бұрын
Im just trying to run ai battles with 4 spawners and an ai move zone in the middle so they have an area to go fight continuously im running this exact script but cant even get them to spawn any ideas?
@-Zechariot10 ай бұрын
Some things to check for: Make sure that your spawners are set to “triggered by script” Check that the object references all have the correct names. Make sure that every node that requires a “wave manager” within the same script brain is using the same manager (In your case, the first manager would be user 1, and all nodes within that same script brain use user 1 as well, and the second one needs user 2, up to the fourth brain using user 4) Just double and triple check every node, cross reference it with the video to be sure everything is set up properly. I’ve had times where I completely left out a connection and even though the graph built successfully it didn’t work right because it was missing that number or connection.
@user-db8my4ov9f10 ай бұрын
Okay i will dive into that right now thanks man great vid
@-Zechariot10 ай бұрын
@@user-db8my4ov9f make sure you connect “queue size” to the first operand and manually type in 0 for the second operand and plug the “a=b” output into the Boolean logic. If you have that all set, sometimes bugs do happen with nodes. I’ve had a couple times where a node would say “_____ node has too many connections” even though it had the proper amount. I would delete the node, and simply reconnect everything back, and it would suddenly work fine. So maybe give that a try. If you don’t mind, is there a way you can upload a screenshot of your node graph and link it here so I can take a look at it?
@SA66_Rvsty9 ай бұрын
Can this all be done in 1 brain?
@TheLionsDan10 ай бұрын
Does this work for having 2 different teams 16v16 and locking 16 limit to each team? Cus in my battles they start pulling to the other team once one team starts winning
@-Zechariot10 ай бұрын
It should. I'm trying to understand what you mean. Do you mean you have 16 AI spawned at one time on one team, and 16 on the other, and you want this to work for them? So that each 1 of the 16 on the team instantly respawns when that unit is killed? For example, a grunt on your team 1 dies, and you want the Grunt to respawn instantly when it dies instead of waiting for the rest of the team to die?
@TheLionsDan10 ай бұрын
@@-Zechariot yes! Exactly to make a continuous battle during maybe a slayer or CTF, I’m going to try this videos method once I get home from work, thanks for posting these videos
@-Zechariot10 ай бұрын
@@TheLionsDan No problem. This method will work, however you're going to need to make some manager variable nodes, that I can help you with since you're going to be using 32 managers, instead of the 5 it gives you.
@JiffyWonderbread9 ай бұрын
@@TheLionsDandid you end up figuring this out because I’m in the exact same situation
@TheLionsDan9 ай бұрын
@@JiffyWonderbread unfortunately I have not, I don’t think at the time being the game allows you to do that type of game mode with AI, I’ve tried about 5 different methods and still nothing, but if I do figure it out or find out I’ll come back here and message you