Ching Chong Kid
02-12-2010, 01:59 AM
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/GuideToSwitchesSig.png (http://sites.google.com/site/guidetoswitches/infoandguides)
Switches: Basic
First off you will need to understand what switches are. Switches are things made in Forge that allow players to interact with them to do different functions. For example, some functions of switches include; openable doors, dumpster cannons, vehicle dispensers, and moving heavy objects. They are called switches because they almost always need an player to interact with them to activate them (switch them on).
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Switch Categories
Most, if not all, switches fall into 3 main categories; Flow switches, Damage Switches, and Supply Switches. Each category has different characteristics:
Flow Switches - Switches that aid or restrict a player from going from point A to point B. These include such switches as doors, elevators, catapults, and switches that involve the use of teleporters.
Damage Switches - Switches that causes harm to a player. The damage inflicted on the player can range from slightly draining their shields to completely killing them. Damage switches include switches like dumpster cannons, fusion coil trip wires, and shield-draining doors.
Supply Switches - Switches that aid a player. These switches provide a player with things like weapons, vehicles, equipment, and power-ups.
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Parts Of A Switch
Every switch has at least 3 parts. These parts are the "Trigger", "Mechanism", and "Purpose". Another part that most switches have, but isn't required, is a "Shell". Here is a more detailed description of these parts:
Trigger - The trigger is the part of the switch that is used to activate it. It is manually hit or activated by the player. There are several different kinds of triggers; equipment, key card, melee, on/off, power-up, RB, turret, and wire.
Mechanism - The mechanism is the inter-workings of your switch, the part that makes it work. The mechanism connects the "trigger" to the "purpose". Therefore, everything in your switch besides the "trigger", "purpose", and "shell" combines to create its mechanism.
Purpose - This is the reason you are making your switch. It is the most important part of the whole thing. The purpose is what the switch is used for and what it accomplishes once activated.
Shell - The shell of a switch is the part that protects its inter-workings from being disturbed by outside factors (players, gun fire, ect.) and makes it look good. Although 90% of a switch is what's inside, the shell is the 10% that players see and interact with the most often. Therefore, a switch's shell should be as nice as possible and is what the switch's aesthetics are based on.
Switches: Intermediate
Once you've learned the basics of what switches are and how to make them you can begin designing you own switches. When you reach the point where you are inventing and designing new switches, you may benefit from knowing some more advanced information about switches.
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Switch Techs
There are many different techs that people use to create switches. Techs are usually different ways of activating a switch. Here are the primary techs that are used:
Wire Tech - When an object is undisturbed for several seconds, the game's physics engine and collision detection system ignore it. Such ignored objects are not affected by Man Cannons, or even gravity itself (but will be affected by Grav Lifts). If, however, these objects are touched or hit by some force (be it a player, a bullet, an explosion, or anything else), then they stop being ignored and Man Cannons and gravity once again begin to affect them.
Min/Max Tech - Min/max tech gets its name from Forge Objects' Run-Time Minimum and Run-Time Maximum settings which allow the switch to work. A min/max switch is basically a mechanism that relies on the destruction of an object; when the object is destroyed, the Run-Time Minimum setting forces a different instance of the object to spawn elsewhere. The most commonly-used objects in min/max switches are Fusion Coils, Grav Lifts, and Pallets, because they are all easily broken.
Roller Tech - Roller tech is the use on cylindrical or spherical objects such as barrels or propane tanks to move heavy objects that would otherwise be immovable to a player such as barriers or dumpsters.
RB Tech - RB tech is the use of the Xbox controller's right bumper (RB) to flip an offset vehicle. The movement of this vehicle is usually used ro activate a touch switch. There are many different uses of RB switches. For example, the use of the vehicle switch may be to bump a fusion coil and set off a min/max switch OR it may bump into another movable object and set off the wire for a touch switch.
Magnetism Tech - Magnetism tech is quite simple. Magnet switches take advantage of a useful trait of Grav Lifts: a Grav Lift, in addition to lifting objects above it, will also affect objects immediately below it. Man Cannons have the same property, but the pull below a Man Cannon's base isn't as strong.
Resistance Tech - Resistance tech is the use of a custom power-up (Invisiblity and Overshields work as well) or Machine Gun Turret/Plasma Turret to restrain an object until it is picked up or broken. The most common example of resistance tech is a dumpster with a man cannon behind it pushing it forward and a custom power-up in front of it holding it back. When the custom power-up is picked up by a player the dumpster is unrestrained and goes flying (a.k.a. dumpster cannon).
Regen Tech - Regen tech uses the the regenerator to activate a touch sensitive switch. For example, if a player throws a regenerator near the wire of a wire switch the wire will be jolted activating the switch. This can also be used to bring inactive objects up through the floor.
Key Card Tech - Key card tech is the use of a power drain (radar jammer works too but takes a while) thrown/inserted into the switch to cause fusion coils or propane tanks to explode. Pieces of equipment like the power drain remove themselves from play with a small explosion after their effect is done. This small explosion is enough to set off fusion coils and other explosive objects causing a larger explosion which may be used for activating a min/max switch among other things.
Hinge Tech - Hinge tech is the use of gravity lifts and pallets to create a hinge motion of the pallet. It works by gravity lifts pulling on pallets that are wedged in a corner to give the pallet something to hinge on. Whatever way you place the gravity lift is where the pallet will end up after it is moved/pushed through.
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Additional Facts
- Another minor tech is the gravity rotator.
- Foundry's "Bridge" object is thin enough for vibrations to pass through it.
- Sandbox's "Column, Damaged Small" object is the only object that is susceptible to Gravity Lift's effects without letting the Gravity Lift go through it.
- Most switches are created on either Foundry or Sandbox, as both maps have a lot of space to work with and a good selection of objects to use in switches.
- Although you might not realize it, all switches involve at least one movable object.
- Certain objects, including teleporters and weapon holders, are immovable objects which vehicles can pass through unaffected.
- Unlike man cannons, gravity lifts don't work with delayed spawn switches because they effect the objects as soon as they spawn.
Switches: Advanced
Now that you know about and have learned how to actually make all the different types of switches, you must learn to make them not only usable, but high quality too.
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Using F.A.C.E.
Functionality:
Functionality is the most important part of the trigger. Form Follows Function. If your trigger looks amazing but only works 1/5 of the time, everyone using it will get annoyed and just give up. Different triggers function different ways, the turret trigger can be used to aid someone in large battles, or the equipment trigger for tactical reasons.
Aesthetics:
The aesthetics of a switch is its look and feel. Different purposes or map styles may require a different look or feel. You may want a custom powerup so that is stands out and players will activate it, or maybe an RB flip so that you can make your own aesthetics for it.
Convenience:
When making a high quality switch, make sure that it's convenient for players to use. If it isn't, no one will use it and it'll be kind of a waste having made it. To make a convenient switch you have to balance the amount of work a player must do to use it with how valuable it's outcome will be to the player.
Efficiency:
The efficiency of a switch is based on how well it uses map resources and space. When building large maps, resources can deplete quickly; therefore, no one wants to use excessive materials building a wasteful switch. Also, a more compact switch is often more appealing to players than an overly large switch plus it fits into different maps more easily.
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Making It Unique
As you probably realize, it doesn't take much skill to simply create a switch someone else has already designed. The way to make a great switch is to make it your own. There are tons of possible switches that can be made when you put together all the different types of triggers, techs, purposes, appearances, maps, objects, ect. So if you really want to become a "switch master", try and learn all the different little things about switches from object choice to respawn settings to advanced aesthetics. Check out other people's switches not to copy them but to learn from them. Also, one of the best ways of getting new inspiration for a switch is to simply mess around in forge. I can't even tell you how many switches just "came to me" while I was just playing around in forge.
Traps
A trap is a switch that affects a player somehow against their will. Traps can do damage to a player, contain them somewhere, makes them take a longer route in a race, and more. Traps fall into two different categories; automatic and manual.
Automatic Trap: A trap that affects the player who activates it. For example, a trap that sends a pile of scenery hurtling towards a player once the step on a pallet would be considered an automatic trap because the player had no intention of setting the trap on them self.
Manual Trap: A trap that is set off by another player without requiring any input from the player being affected. For example, a trap in which one player causes a dumpster to fall on an opposing player would be considered manual because another player intentionally activated the trap.
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Specific Traps
Collision Trap: A collision trap is a trap in which an object (or several objects) are propelled rapidly towards the player being affected. This object usually kills the player but can also simply inflict a certain amount of damage.
Snare Trap: A snare trap's basic setup is a gravity lift held flat against wall causing a magnetic pull on the other side. When a player then walks near enough to that magnetic pull they become stuck in place.
Pitfall Trap: A pitfall trap can be any kind of trap that somehow causes a player to fall below the normal surface level. A pitfall trap can make a player fall into a teleporter, a containing hole, a death barrier, ect.
Containment Trap: A containment trap is a trap in which a player becomes trapped by a door or wall that is created to keep them in a certain area. For example, this could be a dead end in a maze in which a door closes behind the player trapping them.
Switch Dictionary
Index:
Aesthetics
Automatic Switch
Breakable Object
Cannon
Damage Switch
Efficiency
Flow Switch
Functionality
Fuse Tech
Hinge Tech
Immovable Object
Key Card Tech
Magnetism Tech
Manual Switch
Mechanism
Min/Max Tech
Movable Object
Purpose
RB Tech
Regen Tech
Resistance Tech
Roller Tech
Scenery Trap
Shell
Supply Switch
Switch
Tech
Terminal Height
Trap
Trigger
Vender
Wire Tech
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Aesthetics- Aesthetics is the look and feel of the switch. Different purposes or map styles may require a different look or feel. You may want a custom powerup so that is stands out and players will activate it, or maybe an RB flip so that you can make your own aesthetics for it.
Automatic Switch- An automatic switch is a switch that is set off by the player without requiring any input from the player. For example, a switch that supplies a player with weapons once they step on a pallet would be considered automatic. Most switches that use wire tech, hinge tech, and magnetism tech are automatic switches. (Opposite of Manual)
Breakable Object- A breakable object is an object that can be "broken" or destroyed by a player via damage. A few breakable objects include; fusion coils, pallets, turrets, vehicles, and most equipment.
Cannon- A cannon is a type of switch that somehow fires an object(s) at high speeds. Cannons are usually used to damage a player but can be used for a variety of things including launching supplies to aid a player.
Damage Switch- Switches that causes harm to a player. The damage inflicted on the player can range from slightly draining their shields to completely killing them. Damage switches include switches like dumpster cannons, fusion coil trip wires, and shield-draining doors.
Efficiency- Efficiency is a measure of how well a switch uses the resources of the map (space and objects). An inefficient switch is one that uses the map's resources poorly by either taking up too much space or too many objects to do it's task. To be an efficient switch, it must be as compact as possible and use as few objects as possible.
Flow Switch- Switches that aid or restrict a player from going from point A to point B. These include such switches as doors, elevators, catapults, and switches that involve the use of teleporters.
Functionality- Functionality is an important part of the trigger. "Form Follows Function". If your trigger looks amazing but only works 1/5 of the time, everyone using it will get annoyed and just give up. Different triggers function different ways, the turret trigger can be used to aid someone in large battles, or the equipment trigger for tactical reasons.
Fuse Tech- Fuse tech is a minor switch tech that uses upside-down man cannons to slide plasma grenades across a flat surface. This can be useful for setting off a switch by sending a plasma grenade somewhere the player cant reach. This way the only way to activate the switch is to have a plasma grenade.
Hinge Tech- Hinge tech is the use of gravity lifts and pallets to create a hinge motion of the pallet. It works by gravity lifts pulling on pallets that are wedged in a corner to give the pallet something to hinge on. Whatever way you place the gravity lift is where the pallet will end up after it is moved/pushed through.
Immovable Object- Immovable objects are objects that can in no way be moved or destroyed in any way during gameplay. These objects will also never reset during the game. Immovable objects that are in every map include sender, receiver, and two way nodes (teleporters) and weapon holders. There are other immovable objects in other maps such as walls, boxes, stairs, etc. However some boxes are movable in maps, so to test an object simply get a vehicle and drive into it.
Key Card Tech- Key card tech is the use of a power drain (radar jammer works too but takes a while) thrown/inserted into the switch to cause fusion coils or propane tanks to explode. Pieces of equipment like the power drain remove themselves from play with a small explosion after their effect is done. This small explosion is enough to set off fusion coils and other explosive objects causing a larger explosion which may be used for activating a min/max switch among other things.
Magnetism Tech- Magnetism tech is quite simple. Magnet switches take advantage of a useful trait of Grav Lifts: a Grav Lift, in addition to lifting objects above it, will also affect objects immediately below it. Man Cannons have the same property, but the pull below a Man Cannon's base isn't as strong.
Manual Switch- A manual switch is a switch that requires input from the player to activate it. For example, a switch that dispenses supplies to a player once they've inserted a key card (power drain) would be considered a manual switch because the player had to go out of their way to activate it. Most switches that use RB tech, fuse tech, key card tech, min/max tech, regen tech, and roller tech are manual switches.(Opposite of Automatic Switch)
Mechanism- The mechanism is the inter-workings of your switch, the part that makes it work. The mechanism connects the "trigger" to the "purpose". Therefore, everything in your switch besides the "trigger", "purpose", and "shell" combines to create its mechanism.
Min/Max Tech- Min/max tech gets its name from Forge Objects' Run-Time Minimum and Run-Time Maximum settings which allow the switch to work. A min/max switch is basically a mechanism that relies on the destruction of an object; when the object is destroyed, the Run-Time Minimum setting forces a different instance of the object to spawn elsewhere. The most commonly-used objects in min/max switches are Fusion Coils, Grav Lifts, and Pallets, because they are all easily broken.
Movable Object- Movable objects are objects that a can be moved or destroyed during gameplay via grenades, melee, or walking/driving into them. These objects can be moved out of place and will respawn back in their normal spawn positions after a period of time.
Purpose- This is the reason you are making your switch. It is the most important part of the whole thing. The purpose is what the switch is used for and what it accomplishes once activated.
RB Tech- RB tech is the use of the Xbox controller's right bumper (RB) to flip an offset vehicle. The movement of this vehicle is usually used ro activate a touch switch. There are many different uses of RB switches. For example, the use of the vehicle switch may be to bump a fusion coil and set off a min/max switch OR it may bump into another movable object and set off the wire for a touch switch.
Regen Tech- Regen tech uses the the regenerator to activate a touch sensitive switch. For example, if a player throws a regenerator near the wire of a wire switch the wire will be jolted activating the switch. This can also be used to bring inactive objects up through the floor.
Resistance Tech- Resistance tech is the use of a custom power-up (Invisiblity and Overshields work as well) or Machine Gun Turret/Plasma Turret to restrain an object until it is picked up or broken. The most common example of resistance tech is a dumpster with a man cannon behind it pushing it forward and a custom power-up in front of it holding it back. When the custom power-up is picked up by a player the dumpster is unrestrained and goes flying (a.k.a. dumpster cannon).
Roller Tech- Roller tech is the use on cylindrical or spherical objects such as barrels or propane tanks to move heavy objects that would otherwise be immovable to a player such as barriers or dumpsters.
Shell- The shell of a switch is the part that protects its inter-workings from being disturbed by outside factors (players, gun fire, ect.) and makes it look good. Although 90% of a switch is what's inside, the shell is the 10% that players see and come in contact with the most often. Therefore, a switch's shell should be as nice as possible and is what the switch's aesthetics are based on.
Supply Switch- Switches that aid a player with supplies. These switches provide a player with things like weapons, vehicles, equipment, and power-ups. (Commonly referred to as a "vender")
Switch- Switches come in all shapes, sizes, and uses. There are 3 criteria that define a switch. These are "trigger", "mechanism", and "purpose" ("shell" is optional). When you put these 3 together, you have your switch. A switch will be activated by a player, whether knowingly or not, in many ways through either a remote activation, contact activation, or interaction with an object. Switches can be used for various things such as traps, draw bridges, activated doors, etc. After the trigger is tripped, the switch's mechanism will activate which will result in the finished product. The purpose of a switch is what the switch is used for and what it accomplishes once activated.
Tech- A switch "tech" is usually a way of activating a switch, but there are also many techs that are used for the guts of a switch. Techs are the basis for which any switch is made and every switch uses one. Here is a list of all the current switch techs: fuse, hinge, key card, magnetism, min/max, RB, regen, resistance, roller, and wire.
Terminal Height- Terminal height is a term used to describe how far a fusion coil must fall to explode. Terminal height is used mostly in discussing triggers since falling from terminal distance is one of several ways to explode a fusion coil within a switch's mechanism.
Trap- A trap is a switch that affects a player somehow against their will. Traps can do damage to a player, contain them somewhere, makes them take a longer route in a race, and more. Most traps are activated via a wire tech switch but can also be manually sprung by an opposing player.
Trigger- The trigger is the part of the switch that is used to activate it. It is manually hit or activated by the player. There are several different kinds of triggers; equipment, key card, melee, on/off, power-up, RB, turret, and wire.
Vender- See "Supply Switch"
Wire Tech- When an object is undisturbed for several seconds, the game's physics engine and collision detection system ignore it. Such ignored objects are not affected by Man Cannons, or even gravity itself (but will be affected by Grav Lifts). If, however, these objects are touched or hit by some force (be it a player, a bullet, an explosion, or anything else), then they stop being ignored and Man Cannons and gravity once again begin to affect them.
Credit
Coyote1023 for the "Switch Basics" guide
Canadians360 for the "Switch Dictionary"
H3Artificer.com for switch categories
Switches: Basic
First off you will need to understand what switches are. Switches are things made in Forge that allow players to interact with them to do different functions. For example, some functions of switches include; openable doors, dumpster cannons, vehicle dispensers, and moving heavy objects. They are called switches because they almost always need an player to interact with them to activate them (switch them on).
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Switch Categories
Most, if not all, switches fall into 3 main categories; Flow switches, Damage Switches, and Supply Switches. Each category has different characteristics:
Flow Switches - Switches that aid or restrict a player from going from point A to point B. These include such switches as doors, elevators, catapults, and switches that involve the use of teleporters.
Damage Switches - Switches that causes harm to a player. The damage inflicted on the player can range from slightly draining their shields to completely killing them. Damage switches include switches like dumpster cannons, fusion coil trip wires, and shield-draining doors.
Supply Switches - Switches that aid a player. These switches provide a player with things like weapons, vehicles, equipment, and power-ups.
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Parts Of A Switch
Every switch has at least 3 parts. These parts are the "Trigger", "Mechanism", and "Purpose". Another part that most switches have, but isn't required, is a "Shell". Here is a more detailed description of these parts:
Trigger - The trigger is the part of the switch that is used to activate it. It is manually hit or activated by the player. There are several different kinds of triggers; equipment, key card, melee, on/off, power-up, RB, turret, and wire.
Mechanism - The mechanism is the inter-workings of your switch, the part that makes it work. The mechanism connects the "trigger" to the "purpose". Therefore, everything in your switch besides the "trigger", "purpose", and "shell" combines to create its mechanism.
Purpose - This is the reason you are making your switch. It is the most important part of the whole thing. The purpose is what the switch is used for and what it accomplishes once activated.
Shell - The shell of a switch is the part that protects its inter-workings from being disturbed by outside factors (players, gun fire, ect.) and makes it look good. Although 90% of a switch is what's inside, the shell is the 10% that players see and interact with the most often. Therefore, a switch's shell should be as nice as possible and is what the switch's aesthetics are based on.
Switches: Intermediate
Once you've learned the basics of what switches are and how to make them you can begin designing you own switches. When you reach the point where you are inventing and designing new switches, you may benefit from knowing some more advanced information about switches.
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Switch Techs
There are many different techs that people use to create switches. Techs are usually different ways of activating a switch. Here are the primary techs that are used:
Wire Tech - When an object is undisturbed for several seconds, the game's physics engine and collision detection system ignore it. Such ignored objects are not affected by Man Cannons, or even gravity itself (but will be affected by Grav Lifts). If, however, these objects are touched or hit by some force (be it a player, a bullet, an explosion, or anything else), then they stop being ignored and Man Cannons and gravity once again begin to affect them.
Min/Max Tech - Min/max tech gets its name from Forge Objects' Run-Time Minimum and Run-Time Maximum settings which allow the switch to work. A min/max switch is basically a mechanism that relies on the destruction of an object; when the object is destroyed, the Run-Time Minimum setting forces a different instance of the object to spawn elsewhere. The most commonly-used objects in min/max switches are Fusion Coils, Grav Lifts, and Pallets, because they are all easily broken.
Roller Tech - Roller tech is the use on cylindrical or spherical objects such as barrels or propane tanks to move heavy objects that would otherwise be immovable to a player such as barriers or dumpsters.
RB Tech - RB tech is the use of the Xbox controller's right bumper (RB) to flip an offset vehicle. The movement of this vehicle is usually used ro activate a touch switch. There are many different uses of RB switches. For example, the use of the vehicle switch may be to bump a fusion coil and set off a min/max switch OR it may bump into another movable object and set off the wire for a touch switch.
Magnetism Tech - Magnetism tech is quite simple. Magnet switches take advantage of a useful trait of Grav Lifts: a Grav Lift, in addition to lifting objects above it, will also affect objects immediately below it. Man Cannons have the same property, but the pull below a Man Cannon's base isn't as strong.
Resistance Tech - Resistance tech is the use of a custom power-up (Invisiblity and Overshields work as well) or Machine Gun Turret/Plasma Turret to restrain an object until it is picked up or broken. The most common example of resistance tech is a dumpster with a man cannon behind it pushing it forward and a custom power-up in front of it holding it back. When the custom power-up is picked up by a player the dumpster is unrestrained and goes flying (a.k.a. dumpster cannon).
Regen Tech - Regen tech uses the the regenerator to activate a touch sensitive switch. For example, if a player throws a regenerator near the wire of a wire switch the wire will be jolted activating the switch. This can also be used to bring inactive objects up through the floor.
Key Card Tech - Key card tech is the use of a power drain (radar jammer works too but takes a while) thrown/inserted into the switch to cause fusion coils or propane tanks to explode. Pieces of equipment like the power drain remove themselves from play with a small explosion after their effect is done. This small explosion is enough to set off fusion coils and other explosive objects causing a larger explosion which may be used for activating a min/max switch among other things.
Hinge Tech - Hinge tech is the use of gravity lifts and pallets to create a hinge motion of the pallet. It works by gravity lifts pulling on pallets that are wedged in a corner to give the pallet something to hinge on. Whatever way you place the gravity lift is where the pallet will end up after it is moved/pushed through.
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Additional Facts
- Another minor tech is the gravity rotator.
- Foundry's "Bridge" object is thin enough for vibrations to pass through it.
- Sandbox's "Column, Damaged Small" object is the only object that is susceptible to Gravity Lift's effects without letting the Gravity Lift go through it.
- Most switches are created on either Foundry or Sandbox, as both maps have a lot of space to work with and a good selection of objects to use in switches.
- Although you might not realize it, all switches involve at least one movable object.
- Certain objects, including teleporters and weapon holders, are immovable objects which vehicles can pass through unaffected.
- Unlike man cannons, gravity lifts don't work with delayed spawn switches because they effect the objects as soon as they spawn.
Switches: Advanced
Now that you know about and have learned how to actually make all the different types of switches, you must learn to make them not only usable, but high quality too.
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Using F.A.C.E.
Functionality:
Functionality is the most important part of the trigger. Form Follows Function. If your trigger looks amazing but only works 1/5 of the time, everyone using it will get annoyed and just give up. Different triggers function different ways, the turret trigger can be used to aid someone in large battles, or the equipment trigger for tactical reasons.
Aesthetics:
The aesthetics of a switch is its look and feel. Different purposes or map styles may require a different look or feel. You may want a custom powerup so that is stands out and players will activate it, or maybe an RB flip so that you can make your own aesthetics for it.
Convenience:
When making a high quality switch, make sure that it's convenient for players to use. If it isn't, no one will use it and it'll be kind of a waste having made it. To make a convenient switch you have to balance the amount of work a player must do to use it with how valuable it's outcome will be to the player.
Efficiency:
The efficiency of a switch is based on how well it uses map resources and space. When building large maps, resources can deplete quickly; therefore, no one wants to use excessive materials building a wasteful switch. Also, a more compact switch is often more appealing to players than an overly large switch plus it fits into different maps more easily.
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Making It Unique
As you probably realize, it doesn't take much skill to simply create a switch someone else has already designed. The way to make a great switch is to make it your own. There are tons of possible switches that can be made when you put together all the different types of triggers, techs, purposes, appearances, maps, objects, ect. So if you really want to become a "switch master", try and learn all the different little things about switches from object choice to respawn settings to advanced aesthetics. Check out other people's switches not to copy them but to learn from them. Also, one of the best ways of getting new inspiration for a switch is to simply mess around in forge. I can't even tell you how many switches just "came to me" while I was just playing around in forge.
Traps
A trap is a switch that affects a player somehow against their will. Traps can do damage to a player, contain them somewhere, makes them take a longer route in a race, and more. Traps fall into two different categories; automatic and manual.
Automatic Trap: A trap that affects the player who activates it. For example, a trap that sends a pile of scenery hurtling towards a player once the step on a pallet would be considered an automatic trap because the player had no intention of setting the trap on them self.
Manual Trap: A trap that is set off by another player without requiring any input from the player being affected. For example, a trap in which one player causes a dumpster to fall on an opposing player would be considered manual because another player intentionally activated the trap.
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Specific Traps
Collision Trap: A collision trap is a trap in which an object (or several objects) are propelled rapidly towards the player being affected. This object usually kills the player but can also simply inflict a certain amount of damage.
Snare Trap: A snare trap's basic setup is a gravity lift held flat against wall causing a magnetic pull on the other side. When a player then walks near enough to that magnetic pull they become stuck in place.
Pitfall Trap: A pitfall trap can be any kind of trap that somehow causes a player to fall below the normal surface level. A pitfall trap can make a player fall into a teleporter, a containing hole, a death barrier, ect.
Containment Trap: A containment trap is a trap in which a player becomes trapped by a door or wall that is created to keep them in a certain area. For example, this could be a dead end in a maze in which a door closes behind the player trapping them.
Switch Dictionary
Index:
Aesthetics
Automatic Switch
Breakable Object
Cannon
Damage Switch
Efficiency
Flow Switch
Functionality
Fuse Tech
Hinge Tech
Immovable Object
Key Card Tech
Magnetism Tech
Manual Switch
Mechanism
Min/Max Tech
Movable Object
Purpose
RB Tech
Regen Tech
Resistance Tech
Roller Tech
Scenery Trap
Shell
Supply Switch
Switch
Tech
Terminal Height
Trap
Trigger
Vender
Wire Tech
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Aesthetics- Aesthetics is the look and feel of the switch. Different purposes or map styles may require a different look or feel. You may want a custom powerup so that is stands out and players will activate it, or maybe an RB flip so that you can make your own aesthetics for it.
Automatic Switch- An automatic switch is a switch that is set off by the player without requiring any input from the player. For example, a switch that supplies a player with weapons once they step on a pallet would be considered automatic. Most switches that use wire tech, hinge tech, and magnetism tech are automatic switches. (Opposite of Manual)
Breakable Object- A breakable object is an object that can be "broken" or destroyed by a player via damage. A few breakable objects include; fusion coils, pallets, turrets, vehicles, and most equipment.
Cannon- A cannon is a type of switch that somehow fires an object(s) at high speeds. Cannons are usually used to damage a player but can be used for a variety of things including launching supplies to aid a player.
Damage Switch- Switches that causes harm to a player. The damage inflicted on the player can range from slightly draining their shields to completely killing them. Damage switches include switches like dumpster cannons, fusion coil trip wires, and shield-draining doors.
Efficiency- Efficiency is a measure of how well a switch uses the resources of the map (space and objects). An inefficient switch is one that uses the map's resources poorly by either taking up too much space or too many objects to do it's task. To be an efficient switch, it must be as compact as possible and use as few objects as possible.
Flow Switch- Switches that aid or restrict a player from going from point A to point B. These include such switches as doors, elevators, catapults, and switches that involve the use of teleporters.
Functionality- Functionality is an important part of the trigger. "Form Follows Function". If your trigger looks amazing but only works 1/5 of the time, everyone using it will get annoyed and just give up. Different triggers function different ways, the turret trigger can be used to aid someone in large battles, or the equipment trigger for tactical reasons.
Fuse Tech- Fuse tech is a minor switch tech that uses upside-down man cannons to slide plasma grenades across a flat surface. This can be useful for setting off a switch by sending a plasma grenade somewhere the player cant reach. This way the only way to activate the switch is to have a plasma grenade.
Hinge Tech- Hinge tech is the use of gravity lifts and pallets to create a hinge motion of the pallet. It works by gravity lifts pulling on pallets that are wedged in a corner to give the pallet something to hinge on. Whatever way you place the gravity lift is where the pallet will end up after it is moved/pushed through.
Immovable Object- Immovable objects are objects that can in no way be moved or destroyed in any way during gameplay. These objects will also never reset during the game. Immovable objects that are in every map include sender, receiver, and two way nodes (teleporters) and weapon holders. There are other immovable objects in other maps such as walls, boxes, stairs, etc. However some boxes are movable in maps, so to test an object simply get a vehicle and drive into it.
Key Card Tech- Key card tech is the use of a power drain (radar jammer works too but takes a while) thrown/inserted into the switch to cause fusion coils or propane tanks to explode. Pieces of equipment like the power drain remove themselves from play with a small explosion after their effect is done. This small explosion is enough to set off fusion coils and other explosive objects causing a larger explosion which may be used for activating a min/max switch among other things.
Magnetism Tech- Magnetism tech is quite simple. Magnet switches take advantage of a useful trait of Grav Lifts: a Grav Lift, in addition to lifting objects above it, will also affect objects immediately below it. Man Cannons have the same property, but the pull below a Man Cannon's base isn't as strong.
Manual Switch- A manual switch is a switch that requires input from the player to activate it. For example, a switch that dispenses supplies to a player once they've inserted a key card (power drain) would be considered a manual switch because the player had to go out of their way to activate it. Most switches that use RB tech, fuse tech, key card tech, min/max tech, regen tech, and roller tech are manual switches.(Opposite of Automatic Switch)
Mechanism- The mechanism is the inter-workings of your switch, the part that makes it work. The mechanism connects the "trigger" to the "purpose". Therefore, everything in your switch besides the "trigger", "purpose", and "shell" combines to create its mechanism.
Min/Max Tech- Min/max tech gets its name from Forge Objects' Run-Time Minimum and Run-Time Maximum settings which allow the switch to work. A min/max switch is basically a mechanism that relies on the destruction of an object; when the object is destroyed, the Run-Time Minimum setting forces a different instance of the object to spawn elsewhere. The most commonly-used objects in min/max switches are Fusion Coils, Grav Lifts, and Pallets, because they are all easily broken.
Movable Object- Movable objects are objects that a can be moved or destroyed during gameplay via grenades, melee, or walking/driving into them. These objects can be moved out of place and will respawn back in their normal spawn positions after a period of time.
Purpose- This is the reason you are making your switch. It is the most important part of the whole thing. The purpose is what the switch is used for and what it accomplishes once activated.
RB Tech- RB tech is the use of the Xbox controller's right bumper (RB) to flip an offset vehicle. The movement of this vehicle is usually used ro activate a touch switch. There are many different uses of RB switches. For example, the use of the vehicle switch may be to bump a fusion coil and set off a min/max switch OR it may bump into another movable object and set off the wire for a touch switch.
Regen Tech- Regen tech uses the the regenerator to activate a touch sensitive switch. For example, if a player throws a regenerator near the wire of a wire switch the wire will be jolted activating the switch. This can also be used to bring inactive objects up through the floor.
Resistance Tech- Resistance tech is the use of a custom power-up (Invisiblity and Overshields work as well) or Machine Gun Turret/Plasma Turret to restrain an object until it is picked up or broken. The most common example of resistance tech is a dumpster with a man cannon behind it pushing it forward and a custom power-up in front of it holding it back. When the custom power-up is picked up by a player the dumpster is unrestrained and goes flying (a.k.a. dumpster cannon).
Roller Tech- Roller tech is the use on cylindrical or spherical objects such as barrels or propane tanks to move heavy objects that would otherwise be immovable to a player such as barriers or dumpsters.
Shell- The shell of a switch is the part that protects its inter-workings from being disturbed by outside factors (players, gun fire, ect.) and makes it look good. Although 90% of a switch is what's inside, the shell is the 10% that players see and come in contact with the most often. Therefore, a switch's shell should be as nice as possible and is what the switch's aesthetics are based on.
Supply Switch- Switches that aid a player with supplies. These switches provide a player with things like weapons, vehicles, equipment, and power-ups. (Commonly referred to as a "vender")
Switch- Switches come in all shapes, sizes, and uses. There are 3 criteria that define a switch. These are "trigger", "mechanism", and "purpose" ("shell" is optional). When you put these 3 together, you have your switch. A switch will be activated by a player, whether knowingly or not, in many ways through either a remote activation, contact activation, or interaction with an object. Switches can be used for various things such as traps, draw bridges, activated doors, etc. After the trigger is tripped, the switch's mechanism will activate which will result in the finished product. The purpose of a switch is what the switch is used for and what it accomplishes once activated.
Tech- A switch "tech" is usually a way of activating a switch, but there are also many techs that are used for the guts of a switch. Techs are the basis for which any switch is made and every switch uses one. Here is a list of all the current switch techs: fuse, hinge, key card, magnetism, min/max, RB, regen, resistance, roller, and wire.
Terminal Height- Terminal height is a term used to describe how far a fusion coil must fall to explode. Terminal height is used mostly in discussing triggers since falling from terminal distance is one of several ways to explode a fusion coil within a switch's mechanism.
Trap- A trap is a switch that affects a player somehow against their will. Traps can do damage to a player, contain them somewhere, makes them take a longer route in a race, and more. Most traps are activated via a wire tech switch but can also be manually sprung by an opposing player.
Trigger- The trigger is the part of the switch that is used to activate it. It is manually hit or activated by the player. There are several different kinds of triggers; equipment, key card, melee, on/off, power-up, RB, turret, and wire.
Vender- See "Supply Switch"
Wire Tech- When an object is undisturbed for several seconds, the game's physics engine and collision detection system ignore it. Such ignored objects are not affected by Man Cannons, or even gravity itself (but will be affected by Grav Lifts). If, however, these objects are touched or hit by some force (be it a player, a bullet, an explosion, or anything else), then they stop being ignored and Man Cannons and gravity once again begin to affect them.
Credit
Coyote1023 for the "Switch Basics" guide
Canadians360 for the "Switch Dictionary"
H3Artificer.com for switch categories