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
  • Main Categories ↓
  • Lights & Atmosphere
  • Sunlight
  • Light Bounce
  • Sky Light
  • Sky Rendering
  • Atmospheric Fog
  • Volumetric Fog
  • Wind
  • Screen Effects
  • Decorators
  • Ambient Sound
  • Budget
  • Forge Simulation Detail
  • Object Limits
  • Level Bound Probes
  • Reset
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  1. Forge
  2. Forge Basics and UI
  3. Forge Interface

Map Options

An interface that displays adjustable options and information about the map.

PreviousAdvanced Folder StructureNextTool Settings

Last updated 1 month ago

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

Interface

The Map Options tab consists of categories and subcategories, within which are adjustable map options and settings. The categories can be opened and closed, and their state will persist until the Forge session is closed. A short description of the selected item is shown under the main interface. The common adjustable map options include Sunlight, Light Bounce, Ambient Sound, Budget, and Level Bound Probes.

Controls

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

Main Categories ↓

The sections below detail the different categories within the Map Options tab.

Lights & Atmosphere

Settings to adjust the lighting, fog and wind.

Sunlight

Intensity

Changes the brightness of the sunlight.

Input range: 0.00 - 100.00

Color Override

Sun Yaw

Changes the position of the sun in relation to the map cardinal directions. In simpler terms: left and right.

Input range: 0.00 - 360.00

Sun Pitch

Changes the position of the sun in relation to the time of day. In simpler terms: up and down.

Input range: 0.00 - 360.00

Light Bounce

Intensity

Changes the brightness of bounce light from the sun and all other light sources.

Input range: 0.00 - 100.00

Tint Override

Changes the color of bounce light.

Sky Light

Intensity

Changes the brightness of sky lighting.

Input range: 0.00 - 100.00

Tint Override

Changes the color of sky lighting.

Top Override

Changes the color of sky lighting coming from above the map.

North Override

Changes the color of sky lighting coming from the north side of the map.

South Override

Changes the color of sky lighting coming from the south side of the map.

East Override

Changes the color of sky lighting coming from the east side of the map.

West Override

Changes the color of sky lighting coming from the west side of the map.

Sky Rendering

Sky Intensity

Sets the brightness of the sky. Uses Rayleigh scattering.

Input range: 0.00 - 100.00

Setting the Sky Intensity to 0.00 hides the sun.

Sun Intensity

Sets the brightness of the sun. Uses Mie scattering.

Input range: 0.00 - 100.00

Sky Tint

Sets the color of the sky.

Sky Tint Intensity

Sets how intense the sky color is.

Input range: 0.00 - 100.00

Sun Tint

Sun Tint Intensity

Sets how intense the sun color is.

Atmospheric Fog

Fog Offset

Input range: 0.00 - 5.00

Fog Near Falloff

Sets the distance from player where atmospheric fog starts rendering.

Input range: 0.00 - 10,000.00

Fog Intensity

Sets atmospheric fog density.

Input range: 0.00 - 1.00

Fog Depth Scale

Input range: 0.00 - 1,500.00

Fog Falloff Up

Sets the amount of atmoshperic fog falloff that occurs upwards from the horizon.

Input range: 0.00 - 5.00

Fog Falloff Down

Sets the amount of atmoshperic fog falloff that occurs downwards from the horizon.

Input range: 0.00 - 5.00

Sky Fog Intensity

Input range: 0.00 - 5,000.00

Inscattering

Sets the amount of light that scatters throughout the atmosphere. Lower values result in stronger scattering.

Input range: 0.00 - 1.00

Fake Inscattering Tint

Sets a false color scatter throughout the atmosphere.

Volumetric Fog

Volumetric Fog can be turned off client-side from the video settings, so it shouldn't be relied on for major fog effects.

Enabled

Toggles the display of volumetric fog.

Density

Sets the volumetric fog density.

Input range: 0.00 - 1.00

Color

Sets the volumetric fog color.

Near Range

Sets the distance from player where the volumetric fog starts rendering.

Input range: 0.00 - 600.00

Far Range

Sets the distance from player where the volumetric fog stops rendering.

Input range: 0.00 - 1,000.00

Wind

Wind settings affect the movement of some dynamic objects such MP Trees, as well as Screen Effects.

Yaw

Changes the direction of the wind in relation to the map cardinal directions. In simpler terms: left and right.

Input range: -180.00 - 180.00

Pitch

Changes the angle of the wind in relation to the ground plane. In simpler terms: up and down.

Input range: -180.00 - 180.00

Wind Speed

Changes the speed of the wind.

Input range: 1.00 - 12.00

Screen Effects

Screen Effects are global moving particles that display on every player's screen.

FX

Changes the screen effect such as rain, dust, bubbles, etc.

Input options:

<none>

Dust Heavy

Dust Light

Dust Medium

Embers Heavy

Embers Light

Embers Medium

Motes Heavy

Motes Light

Motes Medium

Papers Heavy

Papers Light

Papers Medium

Rain Heavy

Rain Light

Rain Medium

Retro Heavy

Retro Light

Retro Medium

Snow Heavy

Snow Light

Snow Medium

Decorators

Enabled

Toggles the visibility of decorators in the map. Decorators are small foliage details on the built-in canvas floor of Forge canvases.

Decorators are usually disabled, as many maps aren't built directly on the canvas floor to visually benefit from them, and the performance impact of having them enabled is unknown.

Ambient Sound

Ambient Sounds are audio loops heard throughout the map at a quiet volume.

Primary Sound

The primary ambient sound that plays in the map.

Input options:

<default>

AA Gun Control Room

Banished Room

Cathedral

Distant City Busy

Distant City Quiet

Generator Room

Grasslands Active Wind

Grasslands Calm Wind

Prison Base

Prison Security Room

Scorched Earth

Ship Wreckage

Silence

Spire Room

Under Water

Secondary Sound

The secondary ambient sound that plays in the map.

Input options:

<none>

Distant Battle A

Distant Battle B

Distant Thunder

Lake Water Laps

Ocean Surf

Rain Heavy

Rain Light

Rain Medium

Thunder Storm with Rain

Wind Storm

Reverb

The type of reverb applied to the map. Reverb can be commonly heard in the form of object impacts, gunshots and explosions.

Input options:

Exterior Open

Exterior Reflective

Interior Large

Interior Medium

Interior Narrow

Reverb is a commonly overlooked option, but can help in making the map feel more realistic. Set the Reverb type based on the majority of place spaces in the map.

Audio Effect

The secondary ambient sound that plays in the map.

Input options:

<none>

Helium

Space

Setting an Audio Effect on a map is uncommon, as not many maps suit the theme, but they also affect all of the announcer voice lines, which sound weird.

Enable Preview

Toggles the playing of primary and secondary ambient sounds during Forge edit mode.

Budget

Object placement limits and the current costs of various elements in the map. The budgets show a progress bar of how much of a specific budget has been used up. If a budget reaches 80%, a yellow warning icon shows up in the Map Options tab. If a budget reaches 100%, its progress bar turns red and a red warning icon shows up in the Map Options tab.

Game Simulation

The cost of simulating entities in a networked environment, including dynamic objects, projectiles, units, actions, etc. This is separate from the additional cost of networking entities in Forge.

Budget range: 0.0% - 100.00%

The Game Simulation budget is the hard limit on what a map can simulate in gameplay. Dynamic objects and large scripts take up the majority of Game Simulation budget.

The Game Simulation budget used by Forge Modes via Mode Brains are separate from the on-level budgets. Even maps at 95% Game Simulation can be loaded with a Forge Mode that by itself takes up over 5% Game Simulation budget.

Forge Simulation

The cost of simulating entities in Forge, including dynamic and static objects, prefabs, user strings, Node Graph elements, etc. This is separate from the base cost of simulating entities in a networked environment.

Budget range: 0.0% - 100.00%

Forge Simulation often reaches 100.00% before Game Simulation, as the interfaces for modifying objects and elements in Forge require additional resources. One way to alleviate Forge Simulation budget is to convert on-level scripts from Script Brains into a Forge Mode script within Mode Brains.

The Forge Simulation budget used by Forge Modes via Mode Brains are separate from the on-level budgets. It's best practice to load as much scripting from a Forge Mode, instead of from on-level scripting in order to relieve Game- and Forge Simulation budget to use on the map.

Forge Simulation Detail

A breakdown of the categories of the Forge Simulation budget.

Objects

The total percent of the Forge Simulation budget used by Object entities, including static objects and dynamic objects.

Budget range: 0.0% - 100.00%

Node Graph

The total percent of the Forge Simulation budget used by Node Graph entities, including nodes, connections, and node properties.

Budget range: 0.0% - 100.00%

While the budget range is up to 100.00%, players have reported not being able to load map versions with Node Graph budget in the range of 14-20%. This real limit is affected by the amount of other objects on the map, but 14-20% should be considered the 100% of the Node Graph budget on full maps.

The Node Graph budget used by Forge Modes via Mode Brains are separate from the on-level budgets. It's best practice to load as much scripting from a Forge Mode, instead of on-level scripting to not run into limitations with the Node Graph budget.

Misc

The total percent of the Forge Simulation budget used by miscellaneous entities, including prefabs, user strings, some properties, etc.

Budget range: 0.0% - 100.00%

Object Limits

Object count limits for various types of objects.

Static Geo

The percentage usage of the static render meshes in the map. Static objects can be composed of multiple render meshes. This is a hard limit and cannot be exceeded.

Budget range: 0.0% - 100.00%

Vehicles

Budget range: 0 - 40 / 40

While the limit is only 40, it's a very safe limit, as the real hard limit for vehicles is 128. Some vehicles like the Scorpion and Warthog are made out of two vehicles: the mover and the turret. Creating vehicles during gameplay such as spawning players in vehicles or cloning vehicles via scripting only has the hard limit of 128 total vehicles in play.

Attempting to create more than 128 vehicles won't work. If a vehicle made from two vehicles is created as the 128th vehicle, only the mover part of the vehicle will be created.

Reflection Volumes

Budget range: 0 - 15 / 15

Movers

The number of movers in the map. This is a hard limit and cannot be exceeded.

Budget range: 0 - 48 / 48

Animations

The percentage usage of animation states used by objects in the map. This is a hard limit and cannot be exceeded.

Budget range: 0.0% - 100.00%

Never reported as being the cause of issues.

Physics

The percentage usage of the total Physics budget. This is a soft limit and can be exceeded, but doing so may have a negative impact on performance, and some objects may stop working correctly.

Budget range: 0.0% - 100.00%

Never reported as being the cause of issues.

Collision

The percentage usage of the total Collision budget. This is a soft limit and can be exceeded, but doing so may have a negative impact on performance, and some objects may stop working correctly.

Budget range: 0.0% - 100.00%

Never reported as being the cause of issues.

Level Bound Probes

Bounding Type

The bounding type determines the area where to generate light probes by default. For details about custom light probes, see .

Input options:

Level

Objects

  • Level: Light Probes are generated within the entire Forge canvas gameplay space. Only useful in maps with large skyboxes in the canvas gameplay space that need light bounce data.

  • Objects: Light Probes are generated only within a bounding box that covers all objects placed in the map. Useful in maps built in interiors, or maps where the skybox doesn't need to have accurate light bounce data.

While Level is the default option, Objects is usually recommended, as it often results in using less Light Probes, with the drawback of not having any light probes outside the invisible bounding box surrounding all placed objects.

Probe Spacing

Input range: 1.00 - 100.00

A general good spacing to start with is 20, which can be decreased later to suit the desired lighting accuracy.

Probe Count

Value range: 0 - 14000 / 14000

Reset

Reset Map Properties

Reset all map properties, such as fog, and reference colors to the default values as dictated by the Forge canvas base map.

This action cannot be undone.

Delete All Unlocked

This action cannot be undone.


Contributors

Okom

Open the Map Options tab: +

Alternative: → /

Alternative: [Hold] → Map Options / / /

Close the Map Options tab:

Alternative:

Alternative:

Navigation: , , ,

Alternative: , , ,

Alternative: , ,

Quick Scroll Up:

Alternative:

Quick Scroll Down:

Alternative:

Select Item / Expand/Collapse Category:

Alternative:

Alternative:

Alternative:

Expand/Collapse All Categories:

Open the Map Options tab: → /

Alternative: [Hold] → Map Options

Close the Map Options tab:

Navigation:

Alternative:

Quick Scroll Up:

Quick Scroll Down:

Select Item / Expand/Collapse Category:

Expand/Collapse All Categories:

Settings to adjust the sunlight and it's direction. For more details, see .

Changes the color of the sunlight. Note that this doesn't change the color of the sun itself. For changing the color of the sun, see .

Settings to control how bounce light affects the level. For more details, see .

Sky light settings adjust the sky lighting and it's positional colors. For more details, see .

Sky rendering settings adjust the look of the sky and sun. For more details, see and .

Sets the color of the sun. Note that this doesn't change the color of the sunlight. For changing the color of the sunlight, see .

Atmospheric fog settings emulate light scattering in the atmosphere. For more details, see .

Sets the distance to offset the fog falloff from where atmospheric fog starts rendering to the horizon. Based on .

Sets the atmospheric fog density at a distance. Works with the value.

Determines how much atmospheric fog is in the atmosphere. Color is based on .

The value must be under 1.00 for the color to show.

Volumetric fog settings simulate 3D fog as cost from a light source. For more details, see .

To easily preview the wind settings, change the to Retro Heavy, and turn the to 12.00.

Having global Screen Effects on may cause issues on maps with multiple such as . Turning the Screen Effects off in these cases helps prevent issues with FX overload.

The Game Simulation budget is also shown on the in the standard Forge interface.

and names take up Forge Simulation budget, but the impact is negligible to take into consideration. If the Forge Simulation budget is at 100.00%, you may not be able to create prefabs or rename folders.

The number of vehicles in the map. Does not account for vehicles created during gameplay. Includes all types of .

The number of in the map. This is a hard limit and cannot be exceeded.

Only one object is known to fall into this category, being the Vehicle Lift .

Settings to adjust the light probes generated by default in a map. For details on what light probes are, see .

Sets the distance between default light probes. For details about custom light probes, see . Lower spacing values result in more accurate lighting at the expense of increased light probe counts and times.

Estimated number of light probes based on the current settings across the Level Bound Probes and the . Larger probe count values result in more accurate lighting at the expense of increased times.

Delete all unlocked objects in the map. For more details about locked and unlocked objects, see .

Sun
Light Bounce
Sky
Sky
Sun
Fog
Fog
FX-emitting objects
Weapon Spawners
Prefabs
Folder
Vehicle Spawners
Reflection Volumes
hidden object
Light Probes
lighting build
lighting build
Sun Tint
Sunlight Color Override
Fog Near Falloff
Fog Near Falloff
Sky Tint Override
Atmospheric Fog Inscattering
Screen Effect
Wind Speed
Lock & Unlock
Map Options tab with default settings on the Arid canvas
Sky Tint color selection
Primary ambient sound selection
Map Options tab with all categories collapsed
Budget progress bar
Progress bar turns red at 100%
Yellow warning symbol indicating a budget is at 80%
Red warning symbol indicating a budget is at 100%
Cover image
Budget Meter