WELCOME TO FORGE LIFE!

Hey, fellow Forgers, welcome to Forge Life!

You can use either the Site Navigation Bar to the left or the Site Index link right above here.

Look around, find what you need, and (PLEASE) let me know if it was helpful. Also, if you can't find the answer, ask!

Big Point: Leave TONS of Comments, I really want to know what you think of the site and Handbook.

Don't ask about tagging, I wrote a guide for that, you can get there from the sidebar on the left.


Monday, September 27, 2010

Tag! You're It! [Updated: 11/14/10]

FINALLY!

I've finished my tagging guide!!!


To access tags:


When you are in the Forge Lobby, there is a game type selection option. You need to use that to select the game type you wish to edit in, which will then allow you to usxe the set of tags related to that game type. To edit a different game type, you will need to save your map, exit to the lobby, and then select that game type. Invasion and Invasion Slayer have differing sets of tags; this is the only such situation where a sub-game type has different tags than it's parent group (i.e. Territories and 3 Plots both have the same tags).


In Basic Editing, you will have no special tags available, but all items set to game type specific and tagged for a game type will be visible, with their tags. You can change the tag to the "NO LABEL" setting, but it will not be able to be reversed if the menu is left, unless you leave and come back in the correct game type.

Now for a guide on how to read the guide:

- If the tag is listed under General, that means it can show up in more than one game type in Forge.

- Required refers to an object with the related tag being required for the map to function.

- Requires Area refers to an object with the related tag needing to be either set to cylinder or box with occupiable area values (Can't be zero! That is, unless the value is bottom and you have enough top or visa versa.)

- Works With refers to what the tag is currently known to function with.

u = usual, items such as flag stands, capture plates, and hill markers.

w = weapons, believe it or not, somethings like bombs can be made to spawn on weapons or the person holding them.

v = vehicles, same as weapons.

t = toys, namely soccer and golf balls and tin cups, but planting bombs at the center of kill balls using bubble shields can be fun too (we just gotta test it).

a = all, all items can be used with these tags, even structures.

hm = hill marker, either only works with hill markers, or there is no point in using something else.


- Team Specific refers to whether the item should be set to a specific team, be neutral, or both.

- Game Type Specific refers to whether an item should be set to Game Type Specific, although they do no need to be, and should not be until you are ready to finalize your map, as you may find the need to adjust them while placing objectives in other game types or may way to be able to see them so that items can have cross game type correlations.

Also, I did not simply steal this information from the Forge Required Objects Guide; as you can plainly see, I have included MUCH more information.

Asterisked items will be explained at the bottom.














(Originally, this chart did not fit. It has since lost weight.)

Comprehensive Tagging Guide

Game Type
Tag
Purpose/Function
Required (y/n)
Requires Area (y/n)
Works With (u/w/v/t/a/hm)
Team Specific (y/n/b)
Game Type Specific (y/n)
Assault
assault
Forces Item to only respawn in assault game types without applying extra effect.
n
n
a
n
y

as_bomb
Where the bomb will spawn.
y
n
u/w/v/t
b
y

as_goal
Where to plant the bomb, belongs to planting team.
y
y
u***
y
y

as_res_zone****
Where team will respawn while attempting to arm the bomb.
y
y
hm
y
y

as_res_zone_away****
Where team will respawn while arming bomb and while bomb is armed.
y
y
hm
y
y
Capture the Flag
ctf
Forces Item to only respawn in CTF game types without applying extra effect.
n
n
a
n
y

ctf_flag_return
Where the flag will spawn and enemy flag must be returned.
y
y
u***
y
y

ctf_res_zone****
Where team will respawn while their flag is at its spawn location.
y
y
hm
y
y

ctf_res_zone_away****
Where team will respawn while their flag is not at its spawn location.
y
y
hm
y
y
General
team_only
Forces Item to only respawn in Team Based game types without applying extra effect.
n
n
a
n
n

ffa_only
Forces Item to only respawn in FFA Based game types without applying extra effect.
n
n
a
n
n
Headhunter
headhunter
Forces Item to only respawn in Headhunter game types without applying extra effect.
n
n
a
n
y

hh_drop_point
Where one would drop captured skulls.
y
y
hm***
b
y
Infection
infection
Forces Item to only respawn in Infection game types without applying extra effect.
n
n
a
n
y

inf_spawn
Forces spawn points to only work for Infection, and for these same spawn points to be the ones that function in Infection.
n
n
u
b
y

Inf_haven
An area where humans become invulnerable to attacks from zombies, but humans can still kill zombies.
y
y
hm***
n
y
Invasion
invasion
Forces Item to only respawn in Invasion game types without applying extra effect.
n
n
a
n
y

inv_weapon
Causes item to Causes item to appear after a certain phase has begun, which one would choose by setting the spawn order to the first phase one would like the item to exist. Will also work for objects like walls and bridges; one could actually have a draw bridge by gating a large door out, and a large bridge in, on phase switch. Must have respawn time other than “never.”
n
n
w
n
y

inv_vehicle
Causes item to appear after a certain phase has begun, which one would choose by setting the spawn order to the first phase one would like the item to exist. Will also work for objects like walls and bridges; one could actually have a draw bridge by gating a large door out, and a large bridge in, on phase switch. Must have respawn time other than “never.” A waypoint will appear above the item after it spawns.
n
n
v
n
y

inv_gates
Causes item to disappear after a certain phase has ended, which one would choose by setting the spawn order to the last phase one would like the item to exist.
n
n
a
n
y

inv_objective
Where one will plant the bomb, take the core, or stand during a timer to capture the territory. Spawn order is set to Phase when item is active.
y*****
y
hm***
y
y

Inv_objective_flag
Where the core or bomb will spawn. Spawn order is set to Phase when item is active.
y*****
n
u***
y
y

inv_res_p1****
Team Specific spawning area for the first phase, adjusted for fire teams using spawn orders.
y*
y
hm
y
y

inv_res_p2****
Team Specific spawning area for the second phase, adjusted for fire teams using spawn orders.
y*
y
hm
y
y

inv_res_p3****
Team Specific spawning area for the third phase, adjusted for fire teams using spawn orders.
y*
y
hm
y
y

inv_res_zone****
Team Specific spawning area for all phases, adjusted for fire teams using spawn orders.
y*
y
hm
y
y

inv_mancannon
Bungie Specific for Spire.
Do not use.
Do not use.
Do not use.
Do not use.
Do not use.

inv_platform
Bungie Specific for Spire.
Do not use.
Do not use.
Do not use.
Do not use.
Do not use.
Juggernaut
juggernaut
Forces Item to only respawn in Juggernaut game types without applying extra effect.
n
n
a
n
y
King of the Hill
koth
Forces Item to only respawn in KotH game types without applying extra effect.
n
n
a
n
y

koth_hill
Where the hill will be.
y
y
hm***
n
y
Oddball
oddball
Forces Item to only respawn in Oddball game types without applying extra effect.
n
n
a
n
y

oddball_ball
Where the oddball will spawn and respawn.
y
n
u/w/v/t
n
y
Race
race
Forces Item to only respawn in Race game types without applying extra effect.
n
n
a
n
y

race_spawn
A Race specific spawn or respawn point. Do not use if you would like players to respawn at their last checkpoint.
y**
n
u
n
y

race_flag
Where the checkpoints that players must reach will be located.
y
y
hm***
n
y
Slayer
slayer
Forces Item to only respawn in Slayer game types without applying extra effect.
n
n
a
n
y
Stockpile
stockpile
Forces Item to only respawn in Stockpile game types without applying extra effect.
n
n
a
n
y

stp_flag
Where a flag will spawn.
y
n
u/t***
n
y

stp_goal
An area where teams will drop their flags to be collected.
y
y
hm***
y

Territories
territories
Forces Item to only respawn in Territories game types without applying extra effect.
n
n
a
n
y

terr_object
Where a territory will be located.
y
y
hm***
unsure
y






* Only required if you want your map to have phase specific spawns (expcept inv_res_zone, which is active for all phases). Spawn order influences what fire team will be able to use this spawn area, 0 for 1, 1 for 2, 2 for 3, and all of them for 3 and upward.

** Effects both initial and respawn points; place initial spawns with this tag at beginning of race track to make game fair and not have players spawn randomly.

*** Other objects may be compatible, but are only in the experimental phase at this point (Let me know if you find anything out!).

**** Requires that RESPAWN points must be placed inside the bounds of the area to function. These respawn points should be set to neutral.


***** If you place 1 or more objectives that you plan to use as territories to capture as well as a core or bomb in the same phase, the players will have the option of capturing the territory OR planting the bomb at one of the territories/stealing the core ad taking it to one of the territories.


Let me know if you notice anything missing or just plain wrong, or if you have done any experimentation yourself that could help get rid of the triple asterisk (***) items. You will be credited.

Thanks!

- The Ardly374




[Up next: When to make things Team Specific and what it does and doesn't do.]

13 comments:

  1. Can you answer a CTF question that does not appear to be answered anywhere else on the internet? I'll be eternally grateful... though I fear that there is no satisfactory answer, and that Bungie has royally screwed up CTF-Forge in one very important respect.

    ReplyDelete
  2. If your question is if you can separate the Flag spawn and the flag capture point then the answer so far is no. Many of us have been trying to find a way to fully replicate the old Halo 3 system, but we haven't found a way yet.

    If your question is that then shoot bro. Maybe Ardly or myself can help you out.

    ReplyDelete
  3. Hey GP...

    I REALLY appreciate the the help here.

    Yes, that was my question. And I simply cannot believe that Bungie has been so dim as to fail to realize the innumerable ways in which they're limiting the CTF experience by doing this. Further, I simply cannot understand the many "regresses" (like this) that Reach has seemed to display; another GLARING one being the "recommend to friends" nonsense... as opposed to just being able to send a video to a friend or two. I really think people should be fired for this stuff.

    So here is a follow-up question. If what you say is true, and there is no way to employ flag stands as flag spawns, and capture plates as return zones (God, just saying it makes me angry and confused.) then how in the world is one supposed to make - for instance - a "Neutral Flag" game????

    Isn't the very idea of Neutral Flag supposed to be that both teams are chasing down a flag at one point and carrying it off to another (different spot for each team)??

    best,
    BT.

    ReplyDelete
  4. Alrighty, so the main thing is: Bungie missed some things, we gotta live with it if we want to play the game, but we can exploit what they've given us and do more.

    Neutral Flag has been replaced by Stockpile, a much more versatile game type that can be used with more than one flag if wanted. Setup is easy, set the flag spawn in the center, and only set one.

    The only solution for the other problem would be giving each team a flag, much like giving each team two territories in Conquest, and making them steal the other team's flag at least once in order to win instead of tying OR using the Suicide Flag variant (which was HILARIOUS in the test run I did last night, more below) and making each teams bomb and capture point reversed, so that they blow up their own base, or having a neutral bomb in the center for the same end result.

    So, Suicide Flag, my base had my team in it, I didn't know, i dropped in, planted the bomb, and they freaked out and started running, and all 4 of us died, bouncing of walls and ceilings and flying out the top of the revamped Coagulation buildings.

    ReplyDelete
  5. Excellent work, has helped me actually create any/every game mode I need, even the more complex ones such as Invasion, thanks so much.

    ReplyDelete
  6. Can you put more than one tag on an item?

    ReplyDelete
  7. So, say I want everything, a hill in king of the hill, a headhunter drop point, a checkpoint in race, a stockpile goal, and a headhunter drop point. Do I have to make 5 different hill markers in the same spot? also, what do the spire things actually do, I am making a map that has a part functioning similarly to the spire, and the two functions seem to be exactly what I need.

    ReplyDelete
  8. I'll have to do some more experimentation with the spire tags, but I'm not sure on that one. You do need separate Hill Markers for each Game Type Item, this is because you cannot tag an item multiple times.

    Oh, and thanks much Snakebit3 for the comment.

    @GP Hayz, you reeds mah blogzors! HELLO!

    ReplyDelete
  9. How do you tag an item? None of the tags are showing up, and when I slide "no label over", it won't let me do anything. Do I need a chatpad or something?

    ReplyDelete
  10. @Anonymous

    When you are in the Forge Lobby, there is a game type selection option. You need to use that to select the game type you wish to edit in, which will then allow you to use the set of tags related to that game type. To edit a different game type, you will need to save your map, exit to the lobby, and then select that game type. Invasion and Invasion Slayer have differing sets of tags; this is the only such situation where a sub-game type has different tags than it's parent group (i.e. Territories and 3 Plots both have the same tags).

    I'll append that above.

    ReplyDelete
  11. So, do general tags show up in everything BUT basic editing? Also, great list, and thanks for the help! This (and the other guides you have made) will be and have been very useful!

    ReplyDelete
  12. Essentially, yes. If the item has already been tagged (you will know if it has, because you will have tagged it), the item will still display it's tag in other game types, it just won't perform it's function, because that tag isn't active then.

    Also, make sure not to use Anonymous, set a name, ANY name, and stick to it. Really helps me with conversations. Thanks.

    ReplyDelete