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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  • Interface
  • Controls
  • Default Folders
  • Features
  • Grab Selected (150 Max)
  • Move
  • Rename
  • Place in Empty Subfolder
  • Delete
  • Drop
  • Drop Selected
  • Set as Working Folder
  • Set as Root Folder
  • Add New Folder
  • Create Empty Subfolder
  • Hide & Unhide
  • Lock & Unlock
  • Why Use Folders?
  • Folder Tips
  • Selecting Objects
  • Naming
  • Folder Structure References
  • Basic Folder Structure
  • Advanced Folder Structure
  • Trivia
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  1. Forge
  2. Forge Basics and UI
  3. Forge Interface

Folders

An interface that allows for object organization with folders.

PreviousObject PropertiesNextBasic Folder Structure

Last updated 1 month ago

The Folders tab is the third tab at the top of the Forge Menu and it allows users to create folders and subfolders where objects can be moved into.

Interface

The Folders tab consists of main folders and subfolders where forge objects placed on the map are stored. The main folders and subfolders can be opened and closed, and their state will persist until the Forge session is closed. The folders can be renamed, and their positioning is based on alphabetical order. A folder and the objects within the folder can be locked or hidden. These options prevent the object from being selected and hide their visibility respectfully.

Controls

Controls related to navigating the Folders tab. Options for both Keyboard and Mouse, and Controller are provided:

This section is still a stub.

Default Folders

  • Gameplay

    • Bots

    • Cameras

    • Initial Spawns

    • Respawn Points

    • Vehicles

    • Weapons

  • Modes

    • Attrition

    • CTF

    • King of the Hill

    • Oddball

    • Stockpile

    • Strongholds

Features

Grab Selected (150 Max)

Turns a folder-only object selection into a viewport selection of the object group. A maximum of 150 objects can be in a viewport selection. Multiple prefabs can be selected, but the total number of objects within them can't be over 255, which is the true limit, instead of 150.

Move

Moves the selected object(s) or folder with object(s) to a different folder. When a move is in progress, the menu navigation changes from object-to-object to folder-to-folder which helps with finding the destination folder quicker.

Moving Folders

Don't move two subfolders at the same time as the objects within them will not be nested in the subfolders anymore.

Object Selection Bug

A selection bug can happen if an object or a collapsed folder in it's entirety is selected and moved while other folders are collapsed. This bug causes random non-selected objects to be brought in with the object selection and be moved to the destination folder. To prevent this follow these steps:

  • Open the Folders tab

  • Navigate to your objects and select the desired objects

    • Alternatively get to this point by selecting the desired objects straight from the map

  • Close the Folders tab and re-open it

  • Now select Move on one of the objects in your selection and move the selected objects to the desired folder

When attempting to move groups of objects, it is recommended to expand all folders first before making the move to avoid an object selection bug.

Rename

Place in Empty Subfolder

Places the selected object(s) in a new folder within the same main folder named "My Subfolder".

Delete

Drop

Drop Selected

Set as Working Folder

Set as Root Folder

This option arguably causes more harm than good as it's often only be useful when setting up the folder structure of a map in the first place, and most if not all presses of the button afterwards are misinputs from trying to select "Set As Working Folder", resulting in a ton of unnecessary headache.

Add New Folder

Create Empty Subfolder

Creates a new subfolder with the specified name within the selected main folder; the default name is "My Subfolder". This option can only be accessed by opening the Options Menu of a main folder.

Hide & Unhide

Hiding unnecessary objects while forging is common practice, but don't forget to unhide the objects before handing off the map for someone else to forge on, as the next person might think the map is missing objects, if they don't clue in to checking the Folders tab for hidden objects.

Lock & Unlock

Some forgers use object locking as a a safety measure to not accidentally select the object, while others use it as a mental check to confirm that a section of a map is finished.

Why Use Folders?

Organizing objects in folders helps you and others find objects on the map quicker, and hide or lock specific object categories. It becomes difficult locating objects or hiding all of the player containment objects on the map if everything is together in one big folder, as is usually the case.

Folder Tips

Tips from experienced forgers about using the Folders tab to it's fullest.

Selecting Objects

Naming

As the folder structure in Forge is alphabetically ordered, a numbering system can be used to order the folders. Prefixing a number either in the form of 1, 2, 3... or 01, 02, 03... to a main folder is commonplace in the folder structures of many experienced forgers. Subfolders usually aren't number-ordered like this, but there's no harm in doing it.

Folder Structure References

A great folder structure allows the forgers who care about folderizing objects to do so while still keeping newly placed objects organized in one place if the forger forgot to set a working folder. Below are references to recommended folder structures used by experienced forgers that have been tried and tested over multiple different maps to work efficiently.

Basic Folder Structure

For categorizing objects into large categories that still differentiate them enough to be understandable.

Learn more about:

Advanced Folder Structure

For categorizing every object type efficiently and semantically. Takes a bit longer to set up and takes up more budget, but is much more useful on larger projects or feature-rich maps.

Learn more about:

Trivia

  • Each folder adds on to the Forge Simulation budget, which can be an issue on maps at the budget limit where no more new folders can be made.

  • Changes within the folder structure such as item moving or folder deletion cannot be undone with the undo-action.


Contributors

Okom MikRips ArturBloodshot Mr Kwatz

Open the Folders tab: +

Alternative: → /

Close the Folders tab:

Alternative:

Alternative:

Navigation: , , ,

Alternative: , , ,

Alternative: , ,

Quick Scroll Up:

Alternative:

Quick Scroll Down:

Alternative:

Select Object/Folder:

Alternative: [Hover] →

Delete Selected items:

Select Setting: [Hover] , , , → , , ,

Open Options Menu: [Hover] Object/Folder Name →

Alternative: [Hover] → , , ,

Expand/Collapse Folder: [Hover] →

Alternative: [Hover] Folder Name → , ,

Focus Object: [Hover] Object Name → , ,

Expand/Collapse All Folders:

Open the Folders tab: → /

Close the Folders tab:

Navigation:

Alternative:

Quick Scroll Up:

Quick Scroll Down:

Expand/Collapse All Folders:

Each of the has a set of default folders that are localized to every supported language. If the names of these folders are changed, the localization support will be broken. The list of default folders is as follows:

Layout

By opening the Options Menu (see ) of an object or folder the following options will be available based on your selected item:

Learn more about: .

Selecting Move on an entire folder moves only the objects within the folder to the new destination folder, regardless of your other selected items. Moving two folders at the same time by selecting the folders with is not recommended as the move process will result in the objects within those subfolders now being under the destination main folder, instead of in the subfolders in the destination main folder.

Moving singular subfolders between main folders works as expected, but moving a main folder to another main folder will turn the initial main folder into a subfolder of the destination main folder. Any subfolders of the initial main folder will be moved to the destination main folder as subfolders. Forcefully attempting to move a subfolder to another subfolder with is not possible.

Select and

Collapse/Expand all folders with / until all folders are expanded

Folders can temporarily be collapsed with / after the "Move" button has been pressed and then expanded again in order to navigate around the folder structure quicker

Sets the name of the selected object or folder. The object name is displayed in Folders, , nodes and the panel while the folder name is only displayed in the Folders tab. An object name up to 40 characters can be entered.

Deletes the selected object(s) or folder. If a folder is deleted, all objects within the folder will also be deleted. Selected objects and folders can be quickly deleted with the key.

Drops a specific object from the .

Drops all selected objects in the Folders tab selection from the .

Sets the selected folder as the directory where all newly created objects will be put into. Persists only for the current Forge session, after which the working folder will return to the .

Turns the selected subfolder into a main folder and turns it into the root folder. All objects within the subfolder will be transferred to the new main folder. The root folder of a map is set as the by default when a Forge session is loaded.

Creates a new main folder with the specified name; the default name is "My Folder". This option can only be accessed by opening the Options Menu of a main folder. The newly created main folder will also automatically become the new .

The icon toggles the visibility of objects from the map viewport. Hiding an object only applies to Test Mode. Hidden objects can't be selected directly from the map viewport, but can still be selected via mouse drag-select or by them from the Folders tab.

The icon toggles the selectability of objects from the map viewport. Locked objects can still be selected and grabbed from the Folders tab. Locked objects will have a red lock icon next to the object's Object Mode indicator on the panel. The option "(DELETE ALL UNLOCKED)" in will not delete any locked objects.

The quickest way to select groups of individual objects where selecting the entire folder isn't applicable is by selecting the object with (keyboard) , pressing or to go to the next object, and repeating the cycle. If you want to then move that group of objects, read the instructions on how to .

The folder structure doesn't have to be overly complicated to work efficiently. The objects on a map can roughly be divided into: Layout, Gameplay, Containment & Scripts. It's also useful to separate the playable geometry and the skybox geometry of the map to by hiding the skybox during .

Before Season 4, selecting an item in the folder structure automatically . This was changed to allow objects more than 150 to be moved between folders at the same time as well as to lessen the potential for performance issues when selecting 150 objects at the same time.

default Forge canvases
Bypassing 150-Object Prefab Limit
optimize the Nav Mesh build
Nav Mesh generation
root folder
Controls
grab the selected objects
selection of grabbed objects
selection of grabbed objects
root folder
working folder
root folder
grabbed the selected item
Object Properties
Object Reference
Map Options
selecting and grabbing
safely and consistently do so
Object Information
Object Information
The Object Browser and it's tab icon
Default folder structure and objects on the Arid canvas
Objects selected, hidden and locked in the Folders tab
Custom folder structure for the 4v4 map HighGear
Advanced folder structure with 10 main folders as categories
Inspecting the contents of the custom folder structure
Locked object showing a red lock next to it's name
Cover

Basic Folder Structure

Cover

Advanced Folder Structure