TSG Forge Wiki
  • Welcome
  • Forge
    • Forge Basics and UI
      • Loading Into Forge
        • Forge Canvases
        • Baked-In Map Data
      • Forge Interface
        • Object Browser
          • Forge Object List
        • Object Properties
        • Folders
          • Basic Folder Structure
          • Advanced Folder Structure
        • Map Options
        • Tool Settings
          • Debug Element Display Options
      • Controls and Shortcuts
      • Coordinate System and Spaces
      • Working with Objects
      • Editor Modes
      • Saving Assets
      • Forge Terminology
    • Layout
      • Level Design
        • Blockout Best Practices
        • Metrics
          • Level Geometry Metrics
          • Map Scaling
          • Movement and Player Character Info
        • Terrain
          • TI and Non-TI Terrain
          • Terrain Guidelines
        • Planning the Location and Orientation of Your Map
        • Designing For Halo
      • Level Art
        • Creating an Art Palette
        • Art Techniques
    • Spawning
      • Initial Spawning
        • Team Intro Spawns
        • Initial Spawn Points
        • Backup Spawn Points
      • Respawning
        • Respawn Points
          • Respawn Point Count Reference
        • Reviving a Player
      • Spawn Influence
        • Spawn Volumes
          • FFA & Spawn Volumes
          • Weighting Respawn Volumes (old)
        • Player-Based Spawn Influence
      • Spawn Order
    • Gameplay
      • Sandbox
        • Weapons
          • All Weapons
            • Weapon Classes
            • Variants (old)
          • Weapon Spawning
            • Weapon Racks
            • Weapon Pads
            • Weapon Trunks
            • Classic Weapon Spawns
            • Weapon Pods
            • Weapon Objects
          • Weapon Data
            • Weapon Time To Kill
            • Weapon Rate of Fire and Reload Speeds
            • Weapon Single Round Damage
            • Weapon Projectile Behavior and Leading Ranges
            • Weapon Aim Assist Cone Data
        • Equipment
          • All Equipment
            • Equipment Tiers
            • Fusion Coils (old)
          • Equipment Spawning
            • Equipment Dispensers
            • Power Equipment Dispensers
            • Classic Equipment Spawns
            • Equipment Pods
          • All Grenades
          • Grenade Spawning
            • Grenade Dispensers
            • Classic Grenade Spawns
            • Grenade Objects
        • Vehicles
          • All Vehicles
            • Vehicle Classes
          • Vehicle Spawning
            • Vehicle Spawners
            • Classic Vehicle Spawns
            • Vehicle Objects
          • Vehicle Data
            • Vehicle Repair Thresholds
            • Rounds Required to Pass Vehicle Repair Thresholds
            • Vehicle Damage Sections
        • Ordnance Pods
          • Ordnance Pod Count Reference
        • Spawn Properties
          • 343 Default Spawn Properties Reference
      • Cameras
        • Map Intro Cameras
          • Intro Cameras in Forge (old)
        • Winning Team Outro
      • Launchers and Lifts
      • Teleporters
      • Audio
        • Audio Emitters
        • 3D Audio
        • Optimizing Audio Generation
        • Building Audio
          • Audio Build Errors
      • Named Location Volumes
      • Containment
        • Blockers
        • Kill Zones
        • Safe Volumes
    • Modes
      • Slayer
      • Capture The Flag
        • Standard CTF
        • One Flag CTF
        • Neutral CTF
        • BTB:CTF
        • Husky Raid
        • Capture The Flag (old)
      • Strongholds
      • King of The Hill
      • Oddball
      • Firefight
        • Firefight KOTH
          • Mode Options
        • Firefight Custom
      • Infection
      • Land Grab
      • Attrition
        • Dodgeball
        • Elimination
      • Extraction
      • Total Control
      • Stockpile
      • Big Team Battle Heavies
      • Minigame
    • Nav Mesh
      • Nav Objects
        • Nav Seed Points
        • Nav Helpers
        • Nav Cutters
        • Bot Nav Markers
      • Nav Mesh Generation
        • Nav Mesh Generation Root Points
        • Optimizing Nav Mesh Generation
          • Hiding Objects During Nav Mesh Generation (old)
        • Building Nav Mesh
          • Fixing Nav Mesh Build Issues
          • How To Use Nav Mesh (old)
      • NPC Units
        • Bots
          • Bot Difficulties
          • Bot Spawning
        • AI
          • All AI Character Types
          • AI Spawning
            • AI Droppod Spawner
            • AI Phantom Spawner
            • AI Spawner
            • AI Vehicle Spawner
        • Behavior
        • Ambitions
        • Max Jump Heights and Distances
    • Lighting
      • Settings, Object-Based Lighting
        • Basic Light Settings
        • Minimal Roughness
        • Near/Far Begin
        • First Person Contact Shadows
        • Cone
        • Animation
        • Oriented Bounding Box (OBB)
        • Area Light
        • Light Group
        • Light Objects (old)
      • Settings, Global Lighting
        • Sun
        • Sky
        • Light Bounce
        • Fog
        • Fog (old)
        • Tool Settings (old)
        • Light Bounce (old)
        • Sunlight (old)
        • Sky Rendering (old)
        • Sunlight & Sun Direction (old)
      • Lighting Modifiers
        • Light Probes
        • Reflections
          • Reflection Volumes
            • Building Reflection Volumes
        • Light Probe Marker (old)
        • Level Bound Probes (old)
        • Reflection Volumes (old)
          • Cubemaps
      • Building Lighting
        • Light Probe Blending Issues
      • FX
        • Lighting FX Objects
        • FX-Emitting Objects
    • Standards
      • Mode Setup
        • Arena
        • Ranked
        • Big Team Battle
        • Squad Battle
        • Free For All
      • Map Requirements
  • Scripting
    • Scripting Basics and UI
      • Node Graph Interface
        • Node Browser
        • Graph Options
        • Global Log
        • Budget
      • Controls and Shortcuts
      • Working with Nodes
      • Script Brains and Mode Brains
      • Node Graph Properties
      • Scripting Terminology
    • Nodes
      • AI
        • Combine Squad Overrides
        • Get AI Units From Squad
        • Get All AI Units
        • Get All AI Units On Team
        • Get All Squads
        • Get All Squads On Team
        • Get Squad Definition From AI Spawner
        • Get Squad From AI Unit
        • Kill All Squads
        • Kill Squad
        • Spawn Squad Through Definition
        • Squad Overrides Behavior
        • Squad Overrides Identification
        • Squad Overrides Spawn Logic
        • Trigger AI Spawner
      • AI ADVANCED
        • Ally Squad With FFA Player
        • Assign AI Unit To Spawned Squad
        • Assign Squad To Team
        • Assign Squad To Zone
        • Get AI Character Type
        • Get All AI Spawners
        • Get Available AI Unit Count
        • Get Is AI
        • Get Squad AI Unit Count
        • Get Squad Combat State
        • Get Squad Definition AI Unit Count
        • Get Squad Has Squad Label
        • Get Squad Team
        • Get Squads From Spawner
        • Get Squads With Squad Label
        • Is AI Unit Of Species
      • AI MODIFIERS
        • Apply Undetectable To AI
        • Apply Valhalla
        • Get AI Targetable Object List
        • Modify AI Targetable List
        • Modify AI Targetable Object Methods
        • Set AI Difficulty
        • Set AI Unit Inactive
        • Set AI Unit Magic Sight
        • Set AI Unit Perception
        • Set All Healthbars Visible
        • Set Healthbar Visible
        • Set Squad Follow Object
        • Set Squad Stop Following
        • Trigger Grunt Hug
      • AI WAVES
        • Add Wave To Wave Manager
        • Compare Wave Manager
        • Compare Wave Type
        • Compare Wave Victory Reason
        • End Current Wave
        • Get Current Wave Status
        • Get Wave Manager Status
        • Remove Upcoming Waves
        • Wave
        • Wave Options
      • AUDIO
        • Fade Current Music Track For All Players
        • Fade Current Music Track For Player
        • Fade Current Music Track For Team
        • Play 3D Audio For All Players
        • Play 3D Audio For Opposing Teams
        • Play 3D Audio For Team
        • Play Announcer Voiceover For All Players
        • Play Announcer Voiceover For Player
        • Play Announcer Voiceover For Team
        • Play Music Track For All Players
        • Play Music Track For Player
        • Play Music Track For Team
        • Play Nearing Victory Audio For All Players
        • Register Audio Zone
        • Set Object 3D Audio Loop
        • Stop Music Track For All Players
        • Stop Music Track For Player
        • Stop Music Track For Team
        • Stop Object 3D Audio Loop
        • Unregister Audio Zone
      • BOTS
        • Add Bot
        • Add Bot Ambition To Object
        • Ambition Type: Deliver
        • Ambition Type: Guard
        • Ambition Type: Interact
        • Ambition Type: Pickup
        • Bot Ambition
        • Bot Difficulty
        • Get All Bots
        • Get All Bots On Team
        • Get Bot Is Difficulty
        • Get Is Bot
        • Remove All Bots
        • Remove Bot Ambitions From Object
        • Remove Specific Bot From Match
      • DEATH CONTEXT
        • Was AI Killer
        • Was Assisted Kill
        • Was Character Type
        • Was Grenade Kill
        • Was Last AI Unit In Squad
        • Was Melee Kill
        • Was Vehicle Kill
        • Was Weapon Kill
        • Was With Grenade Type
        • Was With Specific Vehicle
        • Was With Specific Weapon
        • Was With Vehicle Type
        • Was With Weapon Type
      • DEBUG
        • Print Boolean To Killfeed
        • Print Control State To Killfeed
        • Print Number To Killfeed
        • Print Player To Killfeed
        • Print Team To Killfeed
        • Print Vector3 To Killfeed
        • Print Victory Reason To Killfeed
      • EVENTS
        • On Game Start
        • On Gameplay Start
        • On Map Intro
        • On Object Damaged
        • On Object Destroyed
        • On Object Entered Area
        • On Object Exited Area
        • On Object Spawned
        • On Round End
        • On Round Start
        • On Vehicle Entered
        • On Vehicle Exited
        • On Vehicle Hijacked By AI
        • On Vehicle Hijacked By Player
        • On Vehicle Overturned
      • EVENTS AI
        • On AI Unit Killed
        • On Any Wave End
        • On Any Wave Start
        • On Squad Arrived
        • On Squad Arrived At Specific Zone
        • On Squad Remaining Percent
        • On Squad Spawned
        • On Squad Spawned With Squad Label
        • On Squad State Changed
        • On Wave End
        • On Wave Start
      • EVENTS CUSTOM
        • Every N Seconds
        • On Custom Equipment A Used
        • On Custom Equipment B Used
        • On Custom Equipment C Used
        • On Custom Equipment D Used
        • On Custom Event
        • On Custom Event, Global
        • On Custom Event, Global Async
        • On Object Interacted
        • On Stopwatch Reaches N Seconds
        • Trigger Custom Event
        • Trigger Custom Event, Global
        • Trigger Custom Event, Global Async
      • EVENTS GENERIC OBJECTIVES
        • On Generic Ball Dropped
        • On Generic Ball Pickup
        • On Generic Flag Carrier Killed
        • On Generic Flag Dropped
        • On Generic Flag Picked Up
        • On Generic Flag Reset
        • On Generic Flag Scored
        • On Generic Flag Spawned
        • On Generic Skull Dropped
        • On Generic Skull Pickup
        • On Generic Zone Capture Complete
        • On Generic Zone Capture Reset
        • On Generic Zone Capture Secured
        • On Generic Zone Capture Start
        • On Generic Zone Contested End
        • On Generic Zone Contested Start
        • On Generic Zone Entered
        • On Generic Zone Exited
        • On Generic Zone Expired
        • On Generic Zone Incoming
        • On Generic Zone Neutralize Reset
        • On Generic Zone Neutralize Start
        • On Generic Zone Neutralized
        • On Generic Zone Online
        • On Generic Zone Score End
        • On Generic Zone Score Start
        • On Generic Zone Score Tick
        • On Generic Zone State Changed
        • On Power Seed Dropped
        • On Power Seed Picked Up
        • On Shrinking Zone Start
        • On Shrinking Zone Stop
        • On Shrinking Zone Tick
        • On Socket Planted
        • On Socket Removed
      • EVENTS INVENTORY
        • On Equipment Pickup
        • On Equipment Used
        • On Grenade Pickup
        • On Grenade Throw
        • On Repair Field Healed
        • On Weapon Added
        • On Weapon Dropped
        • On Weapon Low Ammo
        • On Weapon No Ammo
        • On Weapon Pickup
        • On Weapon Refill Pickup
      • EVENTS MODES
        • On Capture Zone Capture Complete
        • On Capture Zone Capture Reset
        • On Capture Zone Capture Secured
        • On Capture Zone Capture Start
        • On Capture Zone Contested End
        • On Capture Zone Contested Start
        • On Capture Zone Entered
        • On Capture Zone Exited
        • On Capture Zone Incoming
        • On Capture Zone Lifetime Expired
        • On Capture Zone Neutralize Reset
        • On Capture Zone Neutralize Start
        • On Capture Zone Neutralized
        • On Capture Zone Online
        • On Capture Zone Score End
        • On Capture Zone Score Start
        • On Capture Zone Score Tick
        • On Capture Zone State Changed
        • On Extraction Zone Arming Completed
        • On Extraction Zone Arming Interrupted
        • On Extraction Zone Arming Started
        • On Extraction Zone Conversion Completed
        • On Extraction Zone Conversion Interrupted
        • On Extraction Zone Conversion Started
        • On Extraction Zone Extraction Completed
        • On Flag Captured
        • On Flag Carrier Killed
        • On Flag Carrier Spotted
        • On Flag Dropped
        • On Flag Incoming
        • On Flag Picked Up
        • On Flag Reset
        • On Flag Spawned
        • On New VIP
        • On Oddball Carrier Killed
        • On Oddball Carrier Spotted
        • On Oddball Dropped
        • On Oddball Incoming
        • On Oddball Picked Up
        • On Oddball Reset
        • On Oddball Score Tick
        • On Oddball Spawned
        • On Player Infected
        • On Player Level Up
        • On VIP Killed
      • EVENTS PLAYERS
        • On Medal Awarded
        • On Player Crouch
        • On Player Exited
        • On Player Joined
        • On Player Killed
        • On Player Mark
        • On Player Spawned
        • On Player Team Change
      • GAME MODE
        • Adjust Lifepool
        • Adjust Personal Score
        • Adjust Player Points
        • Adjust Team Points
        • Clear Team VIP
        • End Round
        • End Round - All Lose
        • End Round - All Tie
        • End Round - Winning Player
        • End Round - Winning Team
        • Get Current Round
        • Get Is Forge Mode
        • Get Is Game Mode
        • Get Is VIP
        • Get Lifepool Lives Remaining
        • Get Max Rounds
        • Get Personal Score
        • Get Player Points
        • Get Points To Win
        • Get Round Time
        • Get Team Points
        • Set Points To Win
        • Set Round Time
        • Set VIP
      • GAME MODE FIREFIGHT
        • End Firefight Custom Set
        • Fail Firefight Custom Perfect Set
        • Get Firefight Boss Spawners
        • Get Firefight Custom Set State
        • Get Firefight Wave Spawners
        • On Firefight Set End
        • On Firefight Set Start
        • Override AI Spawner
      • GENERIC OBJECTIVES
        • Activate Delivery Point
        • Activate Flag Spawn
        • Activate Generic Zone
        • Activate Shrinking Zone
        • Add Player To Allow List
        • Deactivate Delivery Point
        • Deactivate Flag Spawn
        • Deactive Generic Zone
        • Deactive Shrinking Zone
        • Get Generic Zone Control State
        • Get Generic Zone Progress
        • Get Players In Generic Zone
        • Remove Player From Allow List
      • INVENTORY
        • Add Player Ammo - Equipped
        • Add Player Ammo - Unequipped
        • Are Same Weapon Type
        • Drop Specific Weapon
        • Drop Weapon Of Type
        • Empty Player Ammo
        • Get Is Holding Specific Weapon
        • Get Is Holding Weapon Type
        • Get Is Weapon Type
        • Get Player Holding Item
        • Get Player Weapons
        • Get Unit Holding Item
        • Get Unit Weapons
        • Get Weapon Magazine Capacity
        • Get Weapon Magazine Rounds
        • Get Weapon Type
        • Give Player New Weapon
        • Give Player Specific Weapon
        • Give Unit New Weapon
        • Give Unit Specific Weapon
        • Refill Player Ammo
        • Set Player Weapon Lowered
        • Switch To First Weapon Of Type
      • INVENTORY EQUIPMENT
        • Adjust Player Equipment Charges
        • Adjust Player Grenades
        • Are Same Equipment Type
        • Empty Player Equipment
        • Empty Player Grenades
        • Get Equipment Type
        • Get Is Holding Any Equipment
        • Get Is Holding Equipment Type
        • Get Loadout Grenade Count
        • Get Player Equipment Charges
        • Get Player Grenade Count
        • Give Player New Equipment
        • Refill Default Grenades
        • Refill Player Equipment
        • Set Player Equipment Charges
      • LISTS
        • Add Item To Generic List
        • Combine Generic Lists
        • Declare Generic Item Variable
        • Declare Generic List Variable
        • For Each Generic Item
        • Generic List
        • Get Generic Item At Index
        • Get Generic Item Variable
        • Get Generic List Size
        • Get Generic List Variable
        • Get N Items In Generic List
        • Get Shared Items
        • Get Unshared Items
        • Item Is In Generic List
        • Remove Item From Generic List
        • Set Generic Item Variable
        • Set Generic List Variable
      • LISTS CASTS
        • Cast To Boolean
        • Cast To Equipment Type
        • Cast To Grenade Type
        • Cast To Nav Marker
        • Cast To Number
        • Cast To Object
        • Cast To Squad
        • Cast To Squad Definition
        • Cast To String
        • Cast To Team
        • Cast To UI Message
        • Cast To User Label
        • Cast To Vector3
        • Cast To Vehicle Type
        • Cast To Wave
        • Cast To Wave Manager
        • Cast To Weapon Type
      • LOGIC
        • Boolean Logic
        • Boolean NOT
        • Branch
        • For Each Bot
        • For Each Object
        • For Each Player
        • For N Iterations
        • Increment Number Variable
        • Toggle Boolean Variable
        • Wait For N Seconds
      • LOGIC COMPARE
        • Compare
        • Compare Character Type
        • Compare Control States
        • Compare Equipment Types
        • Compare Grenade Types
        • Compare Medals
        • Compare Squad State
        • Compare Squads
        • Compare Teams
        • Compare Vehicle Types
        • Compare Weapon Types
      • MATH
        • Absolute Value
        • Add
        • Add Vectors
        • Convert Degrees To Radians
        • Convert Radians To Degrees
        • Divide
        • Get Pi
        • Get Random Rotation
        • Get Vector Axis Value
        • Get Vector Length
        • Multiply
        • Normalize Vector
        • Random
        • Random Boolean
        • Round To Whole Number
        • Scale Vector
        • Square Root
        • Subtract
        • Subtract Vectors
        • Trigonometry - ArcSin/ArcCos
        • Trigonometry - ArcTan
        • Trigonometry - Cos/Sin/Tan
        • Vector Cross Product
        • Vector Dot Product
      • OBJECTS
        • Add Object To List
        • Are Same Object
        • Clone Object
        • Combine Object Lists
        • Damage Object
        • Delete Object
        • Get All Objects By Label And Spawn Order
        • Get All Objects By Spawn Order
        • Get All Players With Spawn Order
        • Get All Spawn Points
        • Get All Spawn Points For Team
        • Get First N Objects
        • Get First Object By Label
        • Get Is Dead
        • Get Is Valid Object
        • Get Last N Objects
        • Get List Size
        • Get Object Health
        • Get Object Shield
        • Get Object Spawn Order
        • Get Object Team
        • Get Object At Index
        • Get Objects By Label
        • Get Objects In Area Monitor
        • Get Objects In Prefab
        • Get Random N Objects
        • Get Shared Objects
        • Get Unique Objects
        • Object Is In List
        • Register Object For Kill Volume Events
        • Remove Object From List
        • Set Object Health
        • Set Object Health Percent
        • Set Object Physics Mode
        • Set Object Spawn Order
        • Set Object Team
        • Set Object Team To Neutral
        • Set Spawn Point Enabled
        • Spawn Object
      • OBJECTS FILTERS
        • Does Player Pass Object Filter
        • Remove All Filters On Object
        • Set Player Filter On Object
        • Set Team Filter On Object
      • OBJECTS TRANSFORM
        • Get Object Angular Velocity
        • Get Object Forward
        • Get Object Position
        • Get Object Rotation
        • Get Object Up
        • Get Object Velocity
        • Move Object To Transform
        • Reset Object
        • Rotate Object To Point
        • Set Object Angular Velocity
        • Set Object Position
        • Set Object Rotation
        • Set Object Velocity
        • Translate Object To Point
      • PLAYERS
        • Activate Spartan Tracking
        • Are Same Player
        • Block Player Spawns
        • Get All Players
        • Get All Players On Team
        • Get Is Crouching
        • Get Is Grappling
        • Get Is In Shroud Screen
        • Get Is Lunging
        • Get Is Mark Overridden
        • Get Is Overshield On
        • Get Is Player
        • Get Is Translocating
        • Get Is Zoomed
        • Get Number Of Teams
        • Get Number Of Players
        • Get Player Aiming Vector
        • Get Player FFA Allegiance
        • Get Player Overshield
        • Get Player Team
        • Get Random Player
        • Get Respawn Penalty
        • Revive All Players
        • Revive All Players On Team
        • Revive Player
        • Set Player Camo
        • Set Player FFA Allegiance
        • Set Player Mark Override
        • Set Player Overshield
        • Set Player Team
        • Set Player VFX
        • Set Respawn Penalty
        • Teleport Player
        • Unblock Respawns For Player
      • SKULLS
        • Cast To Skull
        • Compare Skulls
        • Declare Skull Variable
        • Get Skull Enabled
        • Get Skull Variable
        • Set Skull Enabled
        • Set Skull Variable
        • Skull
      • STOPWATCHES
        • Create Stopwatch
        • Get Stopwatch Elapsed Time
        • Pause Stopwatch
        • Reset Stopwatch
        • Restart Stopwatch
        • Start Stopwatch
      • TRAITS
        • Apply Trait Set
        • Apply Trait Set For Seconds
        • Apply Trait Set Until Death
        • Combine Trait Lists
        • Declare Trait Set
        • Get Random N Traits
        • Remove All Trait Sets
        • Remove Trait Set
        • Trait List
      • TRAITS AI
        • Trait AI: Bonus Health
        • Trait AI: Bottomless Clip
        • Trait AI: Damage Resistance
        • Trait AI: Health Recharge
        • Trait AI: Movement Speed
        • Trait AI: Movement Speed With Turret
        • Trait AI: Prevent Weapon Firing
        • Trait AI: Vampirism
        • Trait AI: Weapon Damage
      • TRAITS PLAYER
        • Apply Player Trait Set
        • Apply Player Trait Set For Seconds
        • Apply Player Trait Set Until Death
        • Remove All Player Trait Sets
        • Remove Player Trait Set
        • Trait: Bonus Health
        • Trait: Bonus Shield
        • Trait: Bottomless Clip
        • Trait: Clamber Enabled
        • Trait: Clamber Speed
        • Trait: Damage Resistance
        • Trait: Deathless
        • Trait: Equipment Pickup
        • Trait: Grenade Damage
        • Trait: Grenade Detonation Radius
        • Trait: Grenade Impulse
        • Trait: Grenade Pickup
        • Trait: Headshot Protection
        • Trait: Health Recharge
        • Trait: Infinite Ammo
        • Trait: Jump Height
        • Trait: Loadout Weapon Overrides
        • Trait: Melee Damage
        • Trait: Melee Impulse
        • Trait: Melee Recovery Speed
        • Trait: Motion Tracker Range
        • Trait: Motion Tracker Visible
        • Trait: Movement Speed
        • Trait: Movement Speed With Turret
        • Trait: Player Gravity
        • Trait: Prevent Grenade Throwing
        • Trait: Prevent Weapon Firing
        • Trait: Reload Speed
        • Trait: Shield HUD Visible
        • Trait: Shield Recharge
        • Trait: Slide Speed
        • Trait: Sprint Enabled
        • Trait: Sprint Reload Enabled
        • Trait: Sprint Resets Recharge
        • Trait: Sprint Speed
        • Trait: Third Person Gameplay
        • Trait: VFX - Active Camouflage
        • Trait: VFX - Overshield
        • Trait: Vampirism
        • Trait: Vehicle Passenger Only
        • Trait: Weapon Damage
        • Trait: Weapon Dropping
        • Trait: Weapon Pickup
        • Trait: Weapon Switch Speed
      • UI
        • Clear Splash For Player
        • Create UI Message
        • Create UI Message [B]
        • Create UI Message [C]
        • Push Splash To Player
        • Set Objective Banner For Player
      • UI NAV MARKERS
        • Add Trigger Volume Docking
        • Add Trigger Volume Visibility
        • Attach Nav Marker To Object
        • Clear All Visibility
        • Clear Distance Visibility
        • Clear Nav Marker Progress Team
        • Clear Nav Marker Text
        • Clear Nav Marker Team
        • Get Nav Marker Progress
        • Nav Marker
        • Nav Marker Global
        • Negate Line Of Sight To Object Center Visibility
        • Negate Line Of Sight To Player Visibility
        • Negate Player Distance Visibility
        • Negate Player Docking
        • Negate Player Visibility
        • Negate Sprinted Recently Visibility
        • Negate Team Distance Visibility
        • Negate Team Docking
        • Negate Team Visibility
        • Negate Trigger Volume Docking
        • Negate Trigger Volume Visibility
        • Remove All Docking
        • Remove All Player Filters
        • Remove All Team Filters
        • Remove All Trigger Volume Visibility
        • Remove Line Of Sight To Object Center Visibility
        • Remove Line Of Sight To Player Visibility
        • Remove Player Docking
        • Remove Player Visibility
        • Remove Sprinted Visibility
        • Remove Team Docking
        • Remove Team Offscreen Visibility
        • Remove Team Visibility
        • Remove Took Damage Visibility
        • Remove Trigger Volume Docking
        • Remove Trigger Volume From Docking
        • Remove Trigger Volume Visibility
        • Reset Distance Visibility Params
        • Set All Players Docking
        • Set Distance Visibility Params
        • Set Docking Order
        • Set Line Of Sight To Object Center Visibility
        • Set Line Of Sight To Player Visibility
        • Set Nav Marker Enabled
        • Set Nav Marker Icon
        • Set Nav Marker Message
        • Set Nav Marker Position
        • Set Nav Marker Progress
        • Set Nav Marker Progress Team
        • Set Nav Marker Team
        • Set Nav Marker Team Visibility
        • Set Nav Marker Text
        • Set Nav Marker Type
        • Set Player Distance Visibility
        • Set Player Distance Visibility Params
        • Set Player Docking
        • Set Player Visibility
        • Set Sprinted Visibility
        • Set Team Distance Visibility
        • Set Team Distance Visibility Params
        • Set Team Docking
        • Set Team Visibility
        • Set Team Offscreen Visibility
        • Set Took Damage Visibility
        • Set Visibility Filter Type
      • UNITS
        • Are Same Unit
        • Get All Units
        • Get All Units On Team
        • Get Is Airborne
        • Get Is Camouflaged
        • Get Is Detected
        • Get Is Detected By Team
        • Get Is In Knockback
        • Get Random Unit
        • Get Unit Aiming Vector
        • Get Unit FFA Allegiance
        • Get Unit Team
        • Set Unit Camo
        • Teleport Unit
      • VARIABLES ADVANCED
        • Boolean Variable
        • Equipment Type Variable
        • Grenade Type Variable
        • Number Variable
        • Object List Variable
        • Object Variable
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  • Limitations
  • Standard Interface
  • Level Viewport
  • Budget Meter
  • Object Positional Data
  • Controls Helper
  • Selected Object Interface
  • Selected Object Count
  • Object Information
  • Isolated Object Positional Data
  • Transform Snap and Coordinate Space
  • Forge Menu
  • Object Browser
  • Object Properties
  • Folders
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  • Create Prefab / Create Mode Prefab
  • Object Properties
  • Add To Prefab
  • Weld
  • Save Prefab
  • Unweld
  • Ungroup
  • Object Browser
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  • Runtime Budget Meter
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  1. Forge
  2. Forge Basics and UI

Forge Interface

Explanations of the interface and all of it's menus within Forge's level editor.

PreviousBaked-In Map DataNextObject Browser

Last updated 1 month ago

This page describes the elements of the Halo Infinite Forge level editor interface and what they do. It also links to other pages where you can learn more about the topics.

Limitations

Halo Infinite's Forge interface has some quality-of-life limitations as it has a static interface. Keep these in mind while reading:

  • Menu placement cannot be changed

  • Controls and shortcuts cannot be remapped

Standard Interface

When you open a map in Forge, you will see the following interface:

Number
Name
Description
1

Displays the contents of your Level, with the other menus overlaid on top.

2

Displays the Game Simulation Memory usage of the map.

3

Displays the position, rotation and size of the last selected object.

4

Displays controls and shortcuts for various actions.

Level Viewport

The Level Viewport fills the entire screen and displays the contents of your level along with all Forge interfaces overlaid on top. The viewport is a 3D view of the level in real time and players can play their level in-engine using the different Editor Modes. There is no orthographic 2D view option in Halo Infinite's Forge.

Forge transformation widgets are optimized for a field of view (FOV) of 100°. A lower field of view will result in larger transformation widgets.

Forge gameplay is optimized for window sizes above 1600x1200.

Budget Meter

Visibility of the Budget Meter can be toggled from Tool Settings > .

Object Positional Data

The Object Positional Data menu is located at the bottom middle of the screen and displays axis values of the position, rotation and size of the last selected object. While the counterpart to this positional data interface in Object Properties > Transform can only display a maximum value of 9999.90 and a minimum of -9999.90, this on-screen menu can display values up to 2147483647.00 and down to -2147483647.00, which is the maximum value for a 32-bit signed binary integer. All values beyond those will display "EE".

For more functionality of this menu, see Isolated Object Positional Data.

How a scale of this size was achieved was with an exploit to Bypass Object Scaling Limits.

Controls Helper

The Controls Helper menu is located at the top right of the screen and displays controls and shortcuts for various actions. The size of the menu will change depending on how many relevant controls and shortcuts can be done in the current state of manipulating objects or having different menus open.

While there are a lot of shortcuts shown in the helper menu, it does not display all shortcuts possible in Forge. These and more are explained in detail in Controls and Shortcuts.

Visibility of the Controls Helper can be toggled from Tool Settings > .

Learn more about:

Selected Object Interface

If an object is selected, the Forge interface changes slightly, revealing more information:

Number
Name
Description
1

Displays the amount of objects currently selected. A maximum of 150 can be selected at the same time.

2

Displays the Object Mode, Physics and Name of the last selected object.

3

Highlights the positional data of the currently selected transform gizmo.

4

Displays the snap values and coordinate space of the currently selected transform gizmo.

Selected Object Count

The Selected Object Count indicator is located in the bottom middle of the screen, and displays the amount of objects currently selected. A maximum of 150 objects can be selected at the same time, but more may be selected if some of the items in the selection are in a prefab. Learn more about Bypassing 150-Object Prefab Limit.

Object Information

The Object Information string is located in the bottom middle of the screen, and displays the Object Mode, Physics and Name of the last selected object. The syntax is as follows:

[{Object Mode}: {Physics}] {Object Name}

The number at the end of objects is a part of the object name. If an object with a duplicate name is created, an incrementing number will be appended to the end of the object name.

The Object Mode indicator color is white for Static objects and orange for Dynamic objects. There is also a third uncommon Object Mode "None" that can be seen on gameplay objects.

Objects that have been locked from the Folders tab of the Forge Menu will have a red lock icon to the left of the Object Mode indicator.

Isolated Object Positional Data

The Object Positional Data menu changes slightly when an object is selected and one of the three are selected; The positional data of the currently selected transform gizmo is highlighted, and the other data displays are made less opaque.

The transform gizmos can be cycled between with the following shortcuts:

If the same gizmo shortcut is entered while that gizmo is already selected, the gizmo will disappear and the Object Positional Data menu will return to showing all values highlighted while still having an object selected.

Transform Snap and Coordinate Space

The available snap values are as follows:

  • Movement & Scale: <none>, 0.001', 1/8', 1/4', 1/2', 1', 2', 4', 8' & 16'

  • Rotation: <none>, 1/2°, 1°, 5°, 15°, 30°, 45°, 60°, 90° & 180°

For more information about snapping, see .

Note from Okom: I usually use a Movement Snap of 0.001', Rotation Snap of 15° or 5°, and a Scaling Snap of 1/8', which work for me as the most efficient and versatile snap values after 3000+ hours of Halo Infinite Forging experience.

The available space/type values are as follows:

  • Movement: World & Object

  • Rotation: World, Camera & Object

For more information about spaces, see .

Forge Menu

The Forge Menu is located on the top left corner of the screen and it displays various properties related to Forge objects and map settings. The menu is divided into five unique tabs housing the most important information a Forger needs.

Number
Name
Description
1

A list of objects to spawn in Forge.

2

Properties for the selected object(s).

3

A hierarchical tree view of all objects placed on the map.

4

Options for changing map lighting, wind and sound, and inspecting budget usage.

5

Options for changing the Forge tool properties, and toggling various debug options and menus.

Object Browser

The Object Browser tab is the first tab at the top of the Forge Menu and it displays a list of objects to spawn in Forge.

Learn more about:

Object Properties

The Object Properties tab is the second tab at the top of the Forge Menu and it displays properties for the selected object(s).

Learn more about:

Folders

The Folders tab is the third tab at the top of the Forge Menu and it displays a hierarchical tree view of all objects placed on the map.

Learn more about:

Map Options

The Map Options tab is the fourth tab at the top of the Forge Menu and it displays options for changing map lighting, wind, sound, and inspecting budget usage.

Learn more about:

Tool Settings

The Tool Settings tab is the fifth tab at the top of the Forge Menu and it displays options for changing the Forge tool properties, and toggling various debug options and menus.

Learn more about:

Actions Menu

Number
Name
Description
1

Create a savable group of a minimum two objects.

2

Modify the properties of the selected object(s).

3

Combine the selected objects into an existing selected prefab.

4

Group together Dynamic objects. The origin object has to have Normal physics.

5

Save a selected Prefab to My Files.

6

Break the weld from a group of welded Dynamic objects, making the object group into a prefab.

7

Disconnect a group of prefabbed objects or a group of welded Dynamic objects.

8

Open the Object Browser menu to see a list of objects to spawn in Forge.

Create Prefab / Create Mode Prefab

The Create Prefab / Create Mode Prefab tab is located on the top of the radial Actions Menu and is used to create a savable group of a minimum two objects. A prefab is a group of objects that pivot around a single object and can easily be saved to share with others. Prefabs have a green outline around all of the child objects within it, with the parent object having a cyan outline.

Learn more about Prefabs.

A Mode Prefab can be made with two or more Mode Brains as the only objects in the group of objects. Mode Brains are used to make playable .

Learn more about Mode Prefabs.

Object Properties

The Object Properties tab is located on the top right of the radial Actions Menu and is used to modify the properties of the selected object(s).

Learn more about:

Add To Prefab

The Add To Prefab tab is located on the right of the radial Actions Menu and is used to combine the selected objects into an existing selected prefab. Adding new objects to an Object Prefab will reset the prefab name and make it an entirely new asset. Adding new objects to a Mode Prefab will keep the same prefab name and asset ID.

Learn more about Prefabs.

Saved Object Prefabs cannot be updated with new objects while keeping the same asset ID, but Mode Prefabs can.

Weld

The Weld tab is located on the bottom right of the radial Actions Menu and is used to group together Dynamic objects. The origin object of the group has to have Normal physics for the weld to be possible; the rest of the objects can be any physics, but their Object Mode must not be Static. Two vehicles cannot be welded together.

Welded Prefabs have a purple outline around all of the child objects within it, with the parent object having a cyan outline.

Mounted Turret weapons classify as vehicles so they sadly cannot be welded to other vehicles.

Welding is similar to prefabbing, but there are a few differences:

  • Welds cannot contain static objects

  • Vehicle physics don't apply to prefabs

  • Welds cannot contain two vehicles

  • Welds cannot contain some Dynamic, Normal physics objects. Currently known list:

    • Launchers

Welding is often used to create vehicles that have objects attached to them:

Map: Just Keep Driving - Sandtrap

The vehicles were momentarily made to have Phased physics with an exploit before welding in order to phase the cover objects into them because the only physics option for vehicles is Normal. Learn more about: Applying Inaccessible Object Properties.

Welds can also be used to make interactable map objects, sometimes using clever tricks:

Map: Boulevard

The most important factor in making a welded prefab like this work is ensuring that the movement restriction sphere is perfectly aligned with the welded prefab on the axis that is to be restricted, and that it's enclosed very tightly so that the sphere cannot move in any unwanted directions.

Massless Children

Welded Prefabs have a setting called "Massless Children" found in the Object Properties of the prefab. This setting makes the welded prefab not take into account the mass it's child objects when calculating physics.

Weld Bugs

Although welds can be used as useful gameplay elements, there are a ton of bugs surrounding them, which makes working with welded prefabs extremely annoying, sometimes to the point of having to scrap the idea that would have worked if there weren't some obscure issues happening to them.

Learn more about Welded Prefab Bugs.

Save Prefab

The Save Prefab tab is located on the bottom of the radial Actions Menu and is used to save a selected Prefab to . After selecting, an interface to enter the name of the prefab will be shown. A quirk of this interface is that a prefab name up to 40 characters can be entered, unlike the 32-character limit of renaming a file through the File Name interface. This also works for naming Forge Modes by saving Mode Prefabs.

Unweld

The Unweld tab is located on the bottom left of the radial Actions Menu and is used to break the weld from a group of welded Dynamic objects, making the object group into a prefab.

After unwelding, the group of objects will turn into a prefab.

Be aware of the Welded Prefab Bugs that may occur when unwelding a welded prefab.

Ungroup

The Ungroup tab is located on the left of the radial Actions Menu and is used to disconnect a group of prefabbed objects or a group of welded Dynamic objects.

After ungrouping, the group of objects that made up the prefab will stay selected. If the prefab included more than 150 objects, only the first 150 objects will stay in the selection. If the remaining objects are Static, they will keep a green outline until a temporary hover-over selection is performed on them.

Learn more about: Bypassing 150-Object Prefab Limit.

Prefab: Halo 3 Elephant (2 of 2)

Object Browser

The Object Browser tab is located on the top left of the radial Actions Menu and is used to open the Object Browser menu to see a list of objects to spawn in Forge.

Learn more about:

Tools Menu

Number
Name
Description
1

Open the Node Graph to create scripts.

2

Build data for various map elements.

3

Save the current map version with no custom version note added.

Node Graph

Learn more about Node Graph Interface and Controls.

Build Menu

The Build Menu tab is located on the right of the radial Tools Menu and is used to build data for various map elements. The available map data to build are:

  • Lighting

  • Nav Mesh

  • Audio

  • Reflection Volumes

Yellow warning symbols are displayed on the elements that aren't up-to-date with the current state of the map. While these do convey a real problem, the map can still be played and published even if some build data has a warning symbol next to it.

Due to all the warning symbols appearing right after even a single object's position is altered on the map, it is not recommended to constantly keep building map element data just because there is a warning symbol next to it. Instead, learn when map data should be built and build it only when necessary.

Building LightingBuilding Nav MeshBuilding AudioBuilding Reflection Volumes

Quicksave

A quicksave will not prompt for a version note to be added to the saved version. Instead, the string "Quicksave" will be automatically added as the note for the version.

Learn more about: Saving Assets.

Play Mode

Number
Name
Description
1

Displays the runtime budget which is the most full based on the current state of the map.

2

Displays the score of two teams and an unlimited timer that counts upwards.

3

Displays the runtime state of the Node Graph including potential errors and warnings.

4

Displays controls and shortcuts for various actions

Runtime Budget Meter

The Runtime Budget Meter is located in the bottom left of the screen, and displays the runtime budget which is the most full based on the current state of the map. The different budgets that can be displayed are:

  • Runtime Objects

  • Navpoints

  • Objectives

  • AI Units

A yellow warning symbol appears on the Runtime Budget Meter if the displayed budget of the map reaches 80%, and at 100% the progress bar turns red.

The budget shown on the Runtime Budget Meter cannot manually be changed to display another budget. It only always displays the budget with the most usage at runtime. Visibility of the Runtime Budget Meter can be toggled from Tool Settings > HUD > .

Score and Timer

The Score and Timer are located in the bottom middle of the screen, and display the score of two teams and an unlimited timer that counts upwards. The score in the Forge Play Mode can only be adjusted via scripting with the Adjust Team Points node.

The UI for the score display is built to support values up to 4 digits long before it starts to overflow. The score field can display values up to 2147483647 and down to -2147483647, which is the maximum value for a 32-bit signed binary integer. All values beyond those will display "EE".

Global Log

The Global Log is located in the top right of the screen, and displays the runtime state of the Node Graph including potential errors and warnings.

The syntax for an error is as follows:

Warning/Caution <{Script Brain Name}> {error statement} --- Node Graph failed to build

Many scripters have despised the lack of detail in the error statements printed in the Global Log as they can often be too vague such as "node missing required property", which doesn't indicate which node is the cause, and which property is missing.

Visibility of the Play Mode Global Log can be toggled from Tool Settings > .

Controls Helper

Trivia

At a glance, Halo Infinite's Forge is modeled heavily after Halo 5's. The default control scheme for controllers is also reminiscent of Halo 5's defaults. Users of previous titles have control schemes available to choose from to have an experience closer to those titles.

While the menus are similarly placed and handle very similarly to Halo 5's, there is the addition of radial menus that can be called for accessing functions like prefabbing, group welding, opening a Script Brain's node graph, etc., and the options available across the board are much deeper.

It is apparent via node graphs, the expanded lighting options, and more, that many cues have been taken from more fully-featured game dev IDEs and repackaged to work well and have parity between console and pc.

As with any tool of this complexity and depth, there is a learning curve present with the tool, but it remains that the surface-level is still accessible enough to build simple levels. The forger will just need to know the majority of the toolset in order to bring their level to a higher standard, which wasn't previously possible, and now is expected of the top performing levels.


Contributors

Okom Captain Punch Mr Greencastle Yolomcswag MikRips

The Budget Meter is located in the bottom left corner of the screen and displays the memory usage of the map. Game Simulation memory is the cost of simulating entities in a networked environment, including dynamic objects, projectiles, units, actions and similar.

This budget is often the first to reach 100% on maps that have more dynamic aspects to them such as multiple gamemode support and scripting rather than just mostly static geometry, but still many maps reach 100% on memory earlier, so the full reasoning for only displaying the Game Simulation Memory in this menu is unknown.

A decimal-accurate value of this budget can be seen in Map Options > . The budget shown on the Budget Meter cannot be changed to display another budget. A yellow warning symbol appears on the Budget Meter if the Game Simulation memory of the map reaches 80%, and at 100% the progress bar turns red.

Movement: + (keyboard) or [Hold] (controller)

Rotation: + (keyboard) or [Hold] (controller)

Size: + (keyboard) or [Hold] + (controller)

Cycle between all: (keyboard)

Another way to isolate the Object Positional Data without selecting an object is to hover your cursor over the object and press (keyboard) to cycle between the gizmos. This has no real use and is most likely a bug. A potential purpose of this is to act as a hacky way to simulate hovering over objects and previewing their properties as the movement gizmo is not rendered and is the default gizmo here.

The Transform Snap and Coordinate Space menu is located in the top right of the screen, and displays the snap values and coordinate space of the currently selected transform gizmo. The snap values can be adjusted with / and / (keyboard) or [Hold] // & + (controller), and the space/type can be cycled with (keyboard) or [Hold] / + (controller).

Pressing (keyboard) or (controller) opens up the Forge Menu, which houses more options:

The tabs on the Forge Menu can be changed with & (keyboard) or & (controller).

The shortcut for opening this tab is + (keyboard).

The shortcut for opening this tab is + (keyboard).

The shortcut for opening this tab is + (keyboard).

The shortcut for opening this tab is + (keyboard).

The shortcut for opening this tab is + (keyboard).

Holding (keyboard) or (controller) at any time while in Monitor Mode will open the radial Actions Menu:

Holding (keyboard) or (controller) at any time while in Monitor Mode will open the radial Tools Menu:

The Node Graph tab is located on the top of the radial Tools Menu and is used to open the Node Graph to create scripts. The Node Graph Interface can also be opened with (keyboard).

The Quicksave tab is located on the bottom of the radial Tools Menu and is used to save the current map version with no custom version note added. After activation, a message will show in the killfeed indicating that the map version has been saved successfully. A quicksave can also be done with + (keyboard).

If Play Mode is entered with (keyboard) or [Hold] (controller), the Forge interface changes to show information relevant to gameplay:

The Controls Helper is located in the top right of the screen, and displays controls and shortcuts for various actions. In Play Mode, it only displays the control to return to Monitor Mode, (keyboard) or [Hold] (controller).

Object Browser
Folders
Map Options
Tool Settings
Level Viewport
Budget Meter
Object Positional Data
Controls Helper
Selected Object Count
Object Information
Isolated Object Positional Data
Transform Snap and Coordinate Space
Object Properties
Create Prefab / Create Mode Prefab
Object Properties
Add To Prefab
Weld
Save Prefab
Unweld
Ungroup
Object Browser
Node Graph
Build Menu
Quicksave
Runtime Budget Meter
Score and Timer
Global Log
Controls Helper
Game Simulation
Forge Simulation
Budget
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FOV 65° @ 1920x1080
FOV 100° @ 1920x1080
FOV 120° @ 1920x1080
1280x768 @ FOV 100°
1600x1200 @ FOV 100°
1920x1080 @ FOV 100°
Warning symbol shows up at 80%
Progress bar turns red at 100%
Object with a Y scale of 20700212480.00
Object with a Y scale larger than 2147483647.00, displaying EE as the value
Controls Helper menu while holding an item with the rotation widget selected
Controls Helper menu when the Forge Menu is open with some categories expanded and while holding an item with the movement widget selected
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Controls and Shortcuts

Object Mode: Static
Object Mode: Dynamic
Object Mode: None
Locked object displaying a red lock icon
Movement gizmo selected
Rotation gizmo selected
Scale gizmo selected
No gizmo selected
The Forge Menu interface houses essential Forging tools
The Object Browser tab in the Forge Menu
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Object Browser

The Object Properties tab in the Forge Menu
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Object Properties

The Folders tab in the Forge Menu
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Folders

The Map Options tab in the Forge Menu
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Map Options

The Tool Settings tab in the Forge Menu
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Tool Settings

A named prefab resembling a Halo 3 vehicle prop
The prefab ungrouped shows that it's made from 73 objects
A selection of two Mode Brains
"Create Mode Prefab" tab in the Actions Menu
A Mode Prefab consisting of two Mode Brains
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Object Properties

A Warthog with UNSC Cover pieces welded to it that act as armor
Razorbacks with an Ammo Crate welded to the back
Interactable welded bridge
Artificial movement restriction on the Y axis; the sphere is a part of the weld
Bridge falling down after being punched
Massless Children setting in the Object Properties of a Welded Prefab
Massless Children OFF
Massless Children ON
40-character limit when saving a prefab and entering a name
32-character limit when editing the name of an asset
A 206-object prefab
Prefab ungrouped, 150 objects left in the selection
Objects deselected, leaving the remaining 56 objects with a green outline
The green outline will disappear once the object is hovered over with a cursor selection
The green outline will stay on the objects in Play Mode; outline does not stay after a session restart
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Object Browser

Outstanding elements left to build after map modifications
All build data up-to-date with the current state of the map
Message "{Gamertag} Map saved successfully." displaying in the killfeed after a quicksave
Automatic edit note "Quicksave" seen on some versions in a map's version history
Runtime Objects usage display
Navpoints usage display
Objectives usage display
AI Units usage display
Warning symbol shows up at 80%
Progress bar turns red at 100%
Eagle: 123 / Cobra: 45678
Score 2147474816 on both teams
Eagle: -2147474816 / Cobra: 0
Eagle: EE / Cobra: 0
The Global Log displaying Warning and Caution messages indicating a script that did not execute properly.