Mod Downloads Latest Topicshttps://www.xboxchaos.com/forum/155-mod-downloads/Mod Downloads Latest TopicsenOffline Spartan Opshttps://www.xboxchaos.com/topic/4728-offline-spartan-ops/File Name: Offline Spartan Ops

File Submitter: Lord Zedd

File Submitted: 01 Apr 2015

File Category: Halo 4

So I finally managed to get it working.

So in development, 343 used a special lobby, "pve_development_only_custom", in order to test Spartan Ops locally. As seen in the Halo 4 Beta, pve_dev was a slightly modified Reach firefight lobby.

By injecting the level select and gametype select UIs and modifying them, I managed to get only so far, because assigning pve_dev a screen and trying to visit it crashes the game. I tried a few things, such as not assigning pve_dev and simply "backing out" to it, which kept me in the same lobby I backed out from, but presumably as pve_dev. It always kicked me back to the lobby after the countdown I gave up for a bit.

Recently I thought to crash it with Visual Studio attached. Luckily enough, it told me about an exception getting thrown. Investigating that exception, I found a switch case that doesn't catch values past 0xC (theater). pve_dev happens to be 0xE, which means it was reading an instruction as an address, and therefore crashing. At the expense of some matchmaking lobby code (you guys don't need it, right?) I wrote up some code to catch 0xD/0xE and send them to the campaign code. It worked!

Because it's using the campaign lobby code, it isn't perfect but that cannot be helped with the original code missing like it is.

That said, I researched CUI a bit and cleaned everything up to be more presentable, including a custom lobby, "final" strings for FFGT missions and mapinfos, injected the 1.5 missions, and added proper blfs for every map.

As a last-minute addition, I figured out how pck files are loaded and added paths so that all spops/dlc sounds will work, granted you have the pck files for them (not included). Here is a screengrab of my English(US) folder to use as a guide http://i.imgur.com/yFyZpxc.png

What this rar has:

  • the mainmenu patch
  • the xex patch for TU7 (which works just like my other xex patches)
  • modified mapinfos and blfs for all 15 maps.

What you need to supply yourself:

  • clean disc xex
  • tu7 patch files
  • the spops maps from disc 2
  • the 1.5 spops maps from XBL (or wherever, but its free so why not get it from the source?)

If you know what to do with them and don't want to go through patching, here are the xex changes (TU7)

At x826777B8, x826777C0, and x826777C8 - Change each to x826778C8, which will set up a change to the matchmaking lobby code, giving us free space

At x826778C8 - Change to x397F00075563003A, this is is to finish the above, just a copy of the other lobbies' code

At x8267778C - Change to x48000084, this is the "hook" for the switch case so we can catch pve_dev's value

At x82677810 - Change to x2B1E000C57C0103A4199FFC84BFFFF74, this applies the shift that we overwrote to branch here, then checks values greater than xC, and sends them to the campaign code, anything else returns to the original switch

All done!

This mod has been tested over system link and appears to work fine.

I do not guarantee the accuracy of these internal FFGT Spartan Ops gametypes. The missions I've played appear to work fine.

When starting the game, make sure the map matches the name in parenthesis in the mission name. If they do not match the game will load but nothing will happen and you won't be able to spawn.

Bugs/Issues:

  • This mod does not cooperate with mainmenu_patch.map. While it is possible to fix, the _patch map has its own strings so every gametype is blank. To work around this, simply add rename "mainmenu_patch.map" in the games root. onyx_patch and onyx_spops_patch should work fine.
  • The lobby resets on every instance, which is due to it using the campaign lobby code. Every time you back out or finish a game the gametype will clear and the map will get set to Prologue
  • The gametype list is limited to 32 items, whereas there are 50 spops missions, therefore only episodes 1-5 show by default and 6-10 need to be poked. Poke 0xBE54ED1C to the offset 0xBE54CA78. Or in Assembly, change the address of the "Spartan Ops Variants" block in multiplayer\game_engine_settings_new.wezr to 0xBE54ED1C.
  • As mentioned above, there will be no sounds unless you have the corresponding .pck files, which again look like this http://i.imgur.com/yFyZpxc.png
  • Not all gametype options may work, which is an engine thing.

Usage:

  • Patch mainmenu.map with Assembly
  • patch default.xex with the included batch file
  • backup your spops mapinfos
  • copy the info and images folder to your maps folder, it will overwrite your existing mapinfos
  • copy your .pck files to your "\sounds\English(US)" folder or equivalent
  • rename "mainmenu_patch.map" in the root if you have it

Ingame, simply chose Spartan Ops from the Infinity Menu and you'll be in. Choose a mission, then select the matching map found in the gametype's name, and enjoy some offline Spartan Ops!

Mirror: http://www.mediafire.com/download/5iwi0tl57is5vjj/offline_spops.rar

Screenshots:

http://i.imgur.com/UXgYnub.jpg

http://i.imgur.com/Cu03Bab.jpg

http://i.imgur.com/KHukM4N.jpg

Click here to download this file

]]>
4728Wed, 01 Apr 2015 20:40:41 +0000
Salvationhttps://www.xboxchaos.com/topic/4404-salvation/ (Version 1.1- Bug fixes and removal)

 

A whole new objective-based Flood campaign experience...

 

 

Salvation is a game mode that has been filled with a ton of neat features and designed for a completely new type of Flood game. Many of you have heard of 'Plague,' from a while back, and I'm here to present what I call something that "makes Plague look like a toy in comparison to this."

 

 

Salvation is oriented around tier based gameplay offering 7 types of objectives, with unlimited phases, the possibility to have multiple objectives simultaneously, and many options to customize your very own Flood campaign.

 

 

For diversity, I've introduced 'dynamic labels,' which range from aesthetic explosions to custom announcer messages to object spawning and deleting. These labels can be activated by a trigger (like in Plague), which can be a switch, boundary, or destruction, or the labels can be activated by reaching a certain tier of gameplay.

 

 

Many innovations that have never been seen before are now shown in Salvation, such as humans converting on their dead body, reviving other players from death, and the all new 'function' label.

 

 

Make your own campaign and story with Salvation, and get some fresh gameplay on your customs!

 

 

 

 

 

Salvation1.1 Download:

 

 

https://halo4stats.halowaypoint.com/en-US/Halo4/RedSkullKing/fileshare/25697305-4a4f-4fba-9791-d1bbff8d6085

 

 

 

 

 

Arrival (Map):
Recommended set Rescue Point Grace to 1 minute, and Bomb Fuse Time to 35 seconds.

 

New Link For Arrival

 

 

 

Ascendance Tower (Map):
Recommended set Round time to 2 minutes.

 

New Link to Ascendance Tower

 

 

Purification (Map):
Recommended Carrier Traits: Vehicle Usage disabled.

 

New Link to Purification

 

 

Demonstration Map (Demo):
New Link to the Demonstration Map

 

Learn how to forge with Salvation using the document (Guide):
https://www.dropbox.com/s/kpthnbi4gsgrf1y/Guide.rtf

 

]]>
4404Tue, 05 Aug 2014 06:00:27 +0000
learn moddinghttps://www.xboxchaos.com/topic/5149-learn-modding/ hi... im new here... y want to lear how mod halo 4 for play spartan ops offline.

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5149Sun, 02 Jul 2017 08:42:49 +0000
COWARDS CHEAT ON MULTIPLAYER ONLINE. FTW. WHERE'S THE AIM ASSIST DOWNLOAD!!!!!https://www.xboxchaos.com/topic/5136-cowards-cheat-on-multiplayer-online-ftw-wheres-the-aim-assist-download/ I've played for over half my life 15+ years of the halo franchise legit. always legit. get on master chief collection and add me "im oryan" look at my kd and realize im no slouch. I am tired of all the weapon mods on h4. recently I've come across players using aim assist mods that allow players to have automatic headshots within five body lengths .. you don't even have to be looking at the player to be awarded a headshot.. the battle rifle is bad enough but when people use snipe its outright cheap as all get out. Don't believe me? Youtube search "halo 4 multiplayer mod" and look at the aim assist mod.. exactly 1 minute and 30 seconds into the video you will see.

I've never wanted to mod or cheat in a game online ever.. now I only want to for the sake of revenge against trash players talking crap that shouldn't be running their mouths. wheres the download people?I'm angry to say the least.. revenge is being sought.. I only want to use this in games against other cheaters.. I have no desire to be a cheating coward all the time. To play legit is righteous. "everything we do in life echoes in eternity"

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5136Tue, 23 May 2017 13:40:38 +0000
A.I's on Halo 4https://www.xboxchaos.com/topic/5009-ais-on-halo-4/ I'm searching for a gametype hallowing me to spawn A.I's on halo 4, thanks !

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5009Wed, 27 Apr 2016 21:44:55 +0000
No Death Barriers Mod (Megalo)https://www.xboxchaos.com/topic/3510-no-death-barriers-mod-megalo/

 

Download:

4 hours ago, Pfeuff said:

New File Browser link for Invincibility (No Death Barriers) > https://halo4stats.halowaypoint.com/en-US/Halo4/Gabo/fileshare/8e6335b6-cd09-482b-a633-ca95b2b6ca75

 

Note: if the links I post don't work, try replacing the gamertag (.../Halo4/"Pfoiffee"/fileshare/...) with your own (which was linked to Halo 4 stats).



All objects are invincible. Players in the cyan team will spawn as monitors.

 

]]>
3510Wed, 21 Aug 2013 04:55:43 +0000
Speed Limithttps://www.xboxchaos.com/topic/3484-speed-limit/

In SPEED LIMIT, maintain a certain speed otherwise your shields are rapidly drained. Failing to meet the required minimum speed will result in death! Not to mention the track gets increasingly difficult over time. Do you think you'll be able to maintain the SPEED LIMIT?

DOWNLOAD:

 

On 6/20/2016 at 6:13 AM, Pfeuff said:

New File Browser link for Speed Limit > https://halo4stats.halowaypoint.com/en-US/Halo4/Pfoiffee/fileshare/c56049fd-02bc-4879-8da6-ea30b71e8cd3

Note: if the link I post doesn't work, try replacing the gamertag (.../Halo4/"Pfoiffee"/fileshare/...) with your own (which was linked to Halo 4 stats).

New Map Variant Link

]]>
3484Mon, 29 Jul 2013 00:08:49 +0000
Territorieshttps://www.xboxchaos.com/topic/4069-territories/ UPDATED 6/20/2016: Gametype Link has been fixed!

 

Hello everyone.  It's about time that I release this gametype.  This version was actually finalized on March 27th but has not been released until now.  The reason for the delay was health issues unfortunately.  Medication I was taking to prevent infection after having wisdom teeth pulled caused extreme inflammation of my stomach hindering my ability to do anything.  I am still not close to 100% yet but am getting better every day.

 

Now that I have explained that, I would like to talk a bit about how this territories is designed.  This territories is designed to mimic the Halo 3 style of Territories.  This means asymmetric sides changing after every round.  Two teams battle to defend or capture certain territory sites all over the map.  Points are then awarded for captures and captures only.  I also took the time to make respawns not have the Halo 4 spawn faster system.  Instead, everything is a standard 10 second objective spawn.  You can even disable sprint if you feel like it.  I also have preset classes defined instead of using personal loadouts.  These classes are stripped down to the basic weapons and have no added abilities besides frag grenades.

 

Let's talk a bit about the available options in territories.

 

Hill Capture Time:  How long it takes for the attackers to capture an enemy territory

Overtime Length: Determines the duration of overtime.  This is activated when at the end of the round and one of the territories has a timer that isn't the total capture time.

Sprint: Simply enable or disable sprinting.

Vehicle Capture: Allow the attackers and defenders to influence the territories from within a vehicle or not.

 

There are also some trait sets:

Defender Traits: Traits that are applied to a defender in a territory

Attacker Traits: Traits that are applied to an attacker in a territory

 

Before I talk about some of the other menu options, I want to talk about the forge labels.

 

tr_hill: Marks hills for territories.  Team designation is not important.  Be sure to make each territory have a separate spawn sequence from eachother.  The spawn sequence controls the letters in game.

tr_hide: Anything with this label hides the object from view but it still has collision.

tr_door: Object gets deleted upon hill capture.  Linked up to hill via a matching spawn sequence between the objects.

 

I have added some support for dominion functionality as well.  I will first talk about the labels.

 

dom_turret:  Place on any auto turret that you want automatically built at the fortification interval.  Switches teams upon territory capture.  Make sure to match the turret via spawn sequence to the hill.  You may want to set the team of this object to defenders to begin with.

dom_other: Place any other dominion object and add this label to it.  Match it to the appropriate hill using the spawn sequence.  The same teams warning as dom_turret applies.

 

The labels can be combined with other lables too.  For instance, combining dom_other and tr_door will have a dominion object work and then be deleted upon capture.

 

There are also dominion options in the gametype.

 

Fortify Timer: Controls how often the dominion objects are refortified.  This continues regardless of who owns the territory.

Initital Fortification: Tells the game whether or not to fortify bases immediately or wait until the first interval to cycle.

 

Some other nice bells and whistles are in this gametype too.  For example, use a flag stand for the territories because a flag will spawn at every territory regardless.  The flag also changes team color upon capture.  Another nice thing I added is "Hill Offense" and "Hill Defense" medals.  These are also shown at the end of the game as a custom statistic.  The back menu for the score also shows the total time you have been in the territories for the match.  Finally, I also found and added the sounds from territories in Halo: Reach to my gametype.

 

For your convience I have a link to the gametype as well as a sample map that plays really well.  Hope you enjoy!

 

Credits

AMD, Matt, and Korn for putting up with my dumb questions

Myself for writing the gametype

AbandonedCashew, Testing and help with forge

XBL People who playtested my original crap

 

Map: New Link to Byome by Cashew

NEW LINK FOR GAMETYPE! CLICK HERE

^You may have to replace the "RedSkullKing" with your own gamertag

]]>
4069Mon, 07 Apr 2014 00:54:29 +0000
Hostage Rescuehttps://www.xboxchaos.com/topic/3598-hostage-rescue/ Hostage Rescue is a gametype mod for Halo 4 that is somewhat similar to VIP in nature.  The concept is that there are two rival gangs, "Sharks" and "Rays", that take turn holding a random player from the other team hostage.  The rescuing team has to infiltrate the jail holding their teammate  and use a switch to breach the jail.  Then, that team must escort the hostage back to their encampment in order to fully rescue him.  Watch out though, failure to actually escort the hostage leaves him with just 5 percent movement speed!  Be sure to work as a team!
 
For the team holding the hostage, their job is simple, and that is to prevent the other team from opening the jail.  If this does happen, the team must now kill the hostage to reset him back to the jail.  The caveat here though is the jail itself will not reset making it much easier for the rescuing team.  The game at base plays 4 rounds in an asymmetric fashion with rounds lasting 5 minutes (however, this is customizable).
 
Features

  • Base Hostage Traits:  Allows you to set all the starting traits for the hostage
  • No Escort Traits:  Allows you to modify what happens when the hostage isn't being escorted (only applied after jail breach)
  • Escort Proximity Traits:  Allows you to manipulate the traits of the teammates actively escorting.
  • Hostage Safe Zone Traits:  Traits applied within the jail provided the hr_safe_zone label is applied to a marker
  • HUD Widgets indicating if you are escorting or being escorted
  • Escort Radius: Adjust the boundary in forge units at which the hostage can be considered escorted
  • Jail Unlock Time:  Adjust the amount of time it takes to breach the jail
  • Jail Doors automatically delete upon jail breach.
  • No Sprint: Enable or Disable sprint if you choose (Note, setting No sprint to Enable actually disables sprint)
  • Waypoints to identify hostage, jail switch, and escape locations
  • Hide Objects:  Make objects invisible using hr_hide

Labels

  • hr_jail_spawn:  This is the label that assigns any object to be the spawning location for the hostage.  I recommend not using a spawn point, but a capture plate (Required)
    Spoiler

    i7SYNLU.png

  • hr_safe_zone: Boundary for the Hostage Safe Zone Traits
    Spoiler

    vXrPvfH.png

  • hr_jail_ctrl: Label needed to be set on the jail switch (Required - Assign to Defenders)
    Spoiler

    mDBo2KO.png

  • hr_escape_zone: Label set on a boundary to escort the hostage to (Required - Assign to Attackers)
    Spoiler

    qcWOVlK.png

  • hr_hide:  Label that can be set on any object to make it invisible but still have collision/physics
    Spoiler

    blM0QHb.png

  • hr_jail_door:  Set this flag on anything that you want to have delete upon jail breach.
    Spoiler

    UP2ugY3.png

Special Thanks

  • AMD and Matt: Such a big help teaching me megalo
  • Zeltrax: Release
  • Anyone who has helped test

Download
 

On 6/20/2016 at 8:51 AM, Pfeuff said:

New File Browser link for Hostage Rescue > https://halo4stats.halowaypoint.com/en-US/Halo4/Pfoiffee/fileshare/d506f115-9d1f-4a17-8f1d-874efb7c7590

Note: if the link I post doesn't work, try replacing the gamertag (.../Halo4/"Pfoiffee"/fileshare/...) with your own (which was linked to Halo 4 stats).

 

Compatible Map

New Link to Map

 

Video

]]>
3598Sun, 13 Oct 2013 01:06:02 +0000
Sentry Survivalhttps://www.xboxchaos.com/topic/4239-sentry-survival/ This, is where your skills will be tested.

Version 1.1

 

Cashew and Bunker have collaborated to engineer an original, innovative mini-game

where the goal is to survive the self-building sentry turrets that slowly close in on

your team relentlessly... unless you can fight back.

 

Destroy the sentry turrets as they spawn in at random intervals with your team

to rack up the most points and greatest survival time.

 

Battle as you progress through stages and your enemy turrets

spawn faster and fight stronger.

 

 

 

You have three options to configure:

 

Grace Period

The time before turrets start spawning and Stage 1 begins.

 

Turret Difficulty

Easy: 50% Health, Long Stage time

Normal: Long Stage Time

Heroic: Medium Stage Time

Legendary: Short Stage Time

 

Turret-Spawn Overlaps Allowed

The amount of turrets that may potentially spawn at the same time.

 

 

Cool features include:

 

Gradual speeding up of the Stages.
In addition to the separate difficulties, each consecutive stage gets faster and harder to complete.

 

Complete randomization

Each round every turret's spawn time is randomized, each round, no predictions allowed ;)

 

Unlimited turrets

With the sentry turret label, you can have up to 150 dominion sentry turrets on the map at once.

 

Objective Drops

Place down objective ordnances (alpha-delta) as resupplies for players on stage completions.

 

 

Forging for Sentry Survival:

 

surv_turret

All you need is the label on any objective piece, and you have a turret. The gametype does the rest, no mess.

Keep in mind if you have more than 30, set the "Turret-Overlaps Allowed" to 2, more than 60; 3, more than 90; 4, 120+; 5.

 

surv_hide
For any extra ideas about maps are made easier to implement with the classic hide label.

 

12 hours ago, Pfeuff said:

New File Browser link for Sentry Survival > https://halo4stats.halowaypoint.com/en-US/Halo4/Pfoiffee/fileshare/de9ea0a8-0b5b-4f6f-8d25-2db9ea126fd0

Note: if the link I post doesn't work, try replacing the gamertag (.../Halo4/"Pfoiffee"/fileshare/...) with your own (which was linked to Halo 4 stats).

 

Version 1.1

 

Bunker (New Link) (Map)

Warhouse (New Link) (Map)

 

 

Credits to Bunker Jeremy for the original mini-game.

AbandonedCashew for structuring the gametype.

]]>
4239Thu, 19 Jun 2014 06:08:31 +0000
Classic CTFhttps://www.xboxchaos.com/topic/3797-classic-ctf/

 

 

On 6/21/2016 at 1:34 AM, Pfeuff said:

New File Browser link for Classic CTF > https://halo4stats.halowaypoint.com/en-US/Halo4/Pfoiffee/fileshare/77ea03f2-5b91-4a2c-bdb9-b801dc5556ca

Note: if the link I post doesn't work, try replacing the gamertag (.../Halo4/"Pfoiffee"/fileshare/...) with your own (which was linked to Halo 4 stats).

EDIT: Uploaded the bin files. I did some testing and it did work in MCC but in classic CTF it spawns the flags lower. Try going into forge and moving them upward.

 

Classic CTF is a new CTF gametype that changes the flags to Extraction Beacons, which can be freely picked up and dropped like past Halo objectives.

 

It uses Custom CTF as a base, and the latter uses Kornman's HalomodsCTF as it's base, which was a gametype that came out a while ago that added new traitsets and options to the default CTF gametype (Changelist).

 

Although it shares many options with Custom CTF, some of them had to be dropped because they were buggy with this new style of CTF, and some had to be added.

 

Gametype Options

Quote

-Flag Return Time

-Flag Reset Time

-Game Style

-Carry Style SET TO CLASSIC

-Announcer Style NEW

Flag at Home Requirement

-Carrier Visibility NEW

-Sprint Usage NEW

-Appearance NEW

-Capture Points NEW

-Kill Points NEW

-Carrier Kill Points NEW

-Flag Return Points NEW

-Capture Bro Radius

-Overtime Length

 

Object Filters

Quote

-ctf

-ctf_flag_return

-ctf_respawn_zone

-ctf_respawn_zone_away

-ctf_del NEW

-team_spawn

-attach_parent NEW

-attach_child NEW

-object_hide NEW

-civilian_vehicle NEW

 

Some interesting things to know

  • HalomodsCTF had a bug where the flag return radius would change with the flag pickup radius option. That has been fixed.
  • Setting the Appearance option to Junior reduces the player's scale to 85%. This effectively reduces hitbox size and makes strafing more effective. This concept was first introduced in Promod and is mainly meant to appease players in the wait for Unity+ or the next version of Promod
  • Since ctf_del was added to this gametype, it won't work for any other version of CTF.
  • Offensive and Defensive traits have been reworked (traitsets have been combined) to ensure that all traitsets are editable in-game. (Previously not even Horizon showed them all).
  • All options relating to time have had many new values added, such as 20 Seconds or 3 Minutes
  • I edited the defaults for several options so players won't have to spend too much time in the menus before playing it.
  • The Flag Kills statistic has been replaced with the traditional Flag Returns one, however, returning the flag still awards a Flag Defense Medal too. Don't know why.
  • 3-Flag Classic had to be removed due to bugs
  • Announcer Style changes if the announcer will call out if the Flag has been picked up or dropped. "Limited" removes the "carrying flag" announcement, "None" removes all of them, and "Default" allows all of them.
  • The gametype has not had much testing outside of split screen, so the new style may have prevented some announcements from working. Not sure

Classic CTF.bin

Custom CTF.bin

]]>
3797Fri, 03 Jan 2014 04:19:22 +0000
Custom CTFhttps://www.xboxchaos.com/topic/3812-custom-ctf/
 
On 6/21/2016 at 1:33 AM, Pfeuff said:

New File Browser link for Custom CTF > https://halo4stats.halowaypoint.com/en-US/Halo4/Pfoiffee/fileshare/cb8db667-4ba9-49d9-b26a-d3e2f3ca75b2

Note: if the link I post doesn't work, try replacing the gamertag (.../Halo4/"Pfoiffee"/fileshare/...) with your own (which was linked to Halo 4 stats).

 
Custom CTF is a new CTF gametype that adds numerous new options to CTF, many of which the Halo community has been asking for, along with several new features that the modding community has discovered.
 
It uses Kornman's HalomodsCTF gametype as a base, which added several options and traits to the on-disk gametype (Changelist), hence the author's name: Korn N Toasty
 
Gametype Options
Quote
-Flag Return Time
-Flag Reset Time
-Game Style 3 Flag Added
-Carry Style NEW
- Flag at Home Requirement
-Carrier Visibility NEW
-Sprint Usage NEW
-Appearance NEW
-Enemy Capture Points NEW
-Neutral Capture Points NEW
-Kill Points NEW
-Carrier Kill Points NEW
-Flag Return Points NEW
-Flag Pickup Radius
-Capture Bro Radius
-Overtime Length

 

 

Object Filters
Quote
-ctf
-ctf_flag_return
-ctf_respawn_zone
-ctf_respawn_zone_away
-ctf_del NEW
-team_spawn
-attach_parent NEW
-attach_child NEW
-object_hide NEW
-civilian_vehicle NEW
 
Some interesting things to know
  • HalomodsCTF had a bug where the flag return radius would change with the flag pickup radius option. That has been fixed.
  • Setting the Appearance option to Junior reduces the player's scale to 85%. This effectively reduces hitbox size and makes strafing more effective. This concept was first introduced in Promod.
  • Since ctf_del was added in this gametype, it won't work for any other version of CTF.
  • Offensive and Defensive traits have been reworked (traitsets have been combined) to ensure that all traitsets are editable in-game. (Previously not even Horizon showed them all).
  • All options relating to time have had many new values added, such as 20 Seconds or 3 Minutes

Classic CTF.bin

Custom CTF.bin

]]>
3812Wed, 08 Jan 2014 23:35:36 +0000
Reactorshttps://www.xboxchaos.com/topic/4036-reactors/ Reactors

 

A semi-symmetrical game mode where your team must fight for neutral beacons, capturing each

one at their terminal in order to move on to the next phase.The second phase can be one of

two styles: Warheads and Manual Damage. Warheads will prime a bomb on your terminal,

and will allow your team to arm it on the enemies terminal, and defend it until

detonation. This adds points to your team. Manual damage turns the game

into almost Generator Defense type of play, where your team must

manually destroy the built cores on the enemies reactor.

 

On 6/21/2016 at 0:26 AM, Pfeuff said:

New File Browser link for Reactors > https://halo4stats.halowaypoint.com/en-US/Halo4/Pfoiffee/fileshare/36a1c572-0745-4222-bce7-3967c972aa32

   and Longbow for this Gametype > https://halo4stats.halowaypoint.com/en-US/Halo4/Pfoiffee/fileshare/f9fe3d4e-970a-48a6-8901-814e7063e1ef

 

Note: if the link I post doesn't work, try replacing the gamertag (.../Halo4/"Pfoiffee"/fileshare/...) with your own (which was linked to Halo 4 stats).

 

 

You can configure many many aspects of gameplay in the game options, as well as the map. The map playing this mode has a lot of control over how gameplay undergoes. Game options are as extensive as I could include, as well as User Data has functions as well. What is really neat about this mode is that it is truly three gametypes individually as well as default Reactors. To elaborate, setting the score to win to be lower or equal to all collective beacon capture points will result in a multi-neutral flag gametype. Setting the Beacon Retrieval Points to "Skip This Phase" will entirely skip the first phase and put both teams into the second phase of gameplay. If this option is selected, and you have Manual Damage enabled, then you have just created Generator Defense. However, if you set Warheads to be the game style, then you have just created a form of Assault. Disarming the bomb is done by the defending team getting the armed bomb out of their base before it blows up. One Reactor is allowed to make asymmetrical Generator Defense.

 

 

You must have on your map:

At least...

1 rctr_terminal (This is where you capture beacons and take the primed warhead)

2 rctr_core's (These are the cores, which collectively build your reactor)

These are core functions and offer bare-minimum gameplay.

 

You should have on your map:

2 rctr_spawn_zone's (These involve base medals and disarming of the bomb)

3+ rctr_beacon's (These will spawn the neutral beacons to capture during the first phase)

These allow for full functionality for all options.

 

You may have on your map:

rctr_upgrade's

rctr_turret's

These make the map more interesting, mixing up gameplay with rising barricades and automated turrets.

 

Wanna make a map but a little confused?

Here's the walkthrough:

Spoiler

Each base should have a dominion terminal (although the terminal can be other pieces and still work), and have a boundary on the terminal that's not too large. The boundary controls arming the bomb and automatic capturing. The terminal needs a label.

Another thing is base zones should cover the general entire shape of the base, this is because to disarm a bomb you must get it out of these zones before detonation. These zones also allow for base offense/defense medals. The zones need a label.

Cores are required to have a functional reactor. Cores can be made of any explosive piece, or shield doors. Cores need a spawn sequence (controls order of showing up, starting with 1), and a label.

Turrets and dominion barricades are dynamic and will fortify themselves when their spawn sequence matches the cores you've built. These require a label and (of course) spawn sequence.

Beacons can be on any objective piece, and simply need a label.

Vpads do nothing at the moment.

To incorporate resupply drops, make Objective Ordnance Drops on the map, and set them to either alpha_resupply (red team), or bravo_resupply (blue team). These will drop weapons when you have built your reactor.

In the game options, you may set "Beacon Retrieval Points" to be Skip This Phase in order to skip the beacons gameplay.

The "Cores In Each Reactor" number should match however many cores are on the map for each (or only) reactor.

To make asymmetrical gameplay, you only need one reactor, but keep in mind that Warheads does not support asymmetrical gameplay.

 

Report any bugs here.

 

Enjoy,

-Cashew (and Thunder, for helping with the core destruction and more.)

]]>
4036Fri, 28 Mar 2014 01:08:56 +0000
Freeze Taghttps://www.xboxchaos.com/topic/4091-freeze-tag/ This gametype originated as a random idea from Cosmic lightning. After a few hours work, I had a working version. This is actually REALLY fun to play in large groups of people. I still need to add some things, but it is working overall. This is also my first 100% custom modded gametype, so any suggestions on improving would be greatly appreciated. I hope you guys like this Freeze Tag that does not freeze anyone's xbox. Let me know what you think!

 

How the game is played:

  • Player is chosen at random to be the "Chaser"
  • The chaser will be frozen(Movement = 0, gravity = 0) by the amount of time you choose.
  • Once the player is unfrozen, he can then track down and tag the one of the other players.
  • The chaser can tag a player by dealing damage. default weapon is a plasma pistol.
  • When a player is tagged, the 15 second timer resets, and the tagged player gets frozen for that amount of time.
  • When a player gets tagged, everyone but the person that is tagged will get a point.
  • The person with the most points when the limit is hit, or when the timer runs out wins.

     

Features:

  • Custom game option for the amount of time a player is frozen.
  • Custom game option for a waypoint over the chasers head.
  • On Screen timer for when you are frozen. "Frozen for %n seconds.".
  • The chaser is white, but black when tagged.
  • The announcer will say "New VIP" when someone is tagged, and there is a custom message that says "{Gamertag} is now the Chaser"
  • When a player takes damage, their health is set to 100 automatically. The only way I have found to get a kill is auto kill weapons. (Spartan Laser, Binary Rifle, ect...)

  • On suicide, that person becomes the chaser.

Any suggestions would be fantastic. I would love to add more options!. Please let me know your thoughts.

 

Special thanks to Cosmic Lightning for the idea and testing when needed. He was a fantastic help.

 

Updates:

V1.1:

  • On suicide the player becomes the Chaser.
  • Made the Chaser and Frozen traits visible.

 

On 6/21/2016 at 0:24 AM, Pfeuff said:

New File Browser link for Freeze Tag V1.1 > https://halo4stats.halowaypoint.com/en-US/Halo4/Pfoiffee/fileshare/c81df23a-9dec-4877-a3a9-5408cc72d47a

Note: if the link I post doesn't work, try replacing the gamertag (.../Halo4/"Pfoiffee"/fileshare/...) with your own (which was linked to Halo 4 stats).

]]>
4091Tue, 15 Apr 2014 06:17:12 +0000
Power Slayerhttps://www.xboxchaos.com/topic/3663-power-slayer/ Power Slayer was an Action Sack gametype back in Halo Reach, now it returns with Halo 4's refined scored system on top and infinite customization options. 
 


 
This Slayer gametype is designed to allow players to gain special traits based on the types of kills they perform. Currently there are traits for Basic Kill, Melee Kill, Assassination Kill and Headshot Kill. Each time you perform one of these kills you will gain the traits assigned to that kill for 10 seconds.
 
Killing another player during this period will refresh your timer back to 10 seconds and extend your powers. You can also chain them together to gain multiple types of powers, so if you Melee Kill a player and then Headshot Kill a player before your timer runs out, you’ll gain the traits of both kill types.
 
You can toogle teams on and off to play it FFA style!
 
These are the default settings of my own, you CAN and SHOULD make ones of your own, to better reflect your preferences.
 

Quote

Normal Kill Traits: 110% speed.
 
Pummel Kill Traits: 90% damage multiplier, 110% damage resistance. 125% melee damage multiplier, damage increase aura + Normal Kill Traits.
 
Execution/Assassination Kill Traits: good camouflage on, radar range increase, assasination inmunity + Normal Kill Traits.
 
Headshot Kill Traits: 110% damage multiplier, infinite ammo + Normal Kill Traits.

 
Power Slayer Options:

 

Quote

- Powerup duration
- Kill bonus
- Death bonus
- Betrayal bonus
- Assist bonus
- Headshot kill bonus
- Pummel kill bonus
- Assassination kill bonus
- Revenge kill bonus
- Sticky kill bonus
- Vehicle kill bonus
- Splatter kill bonus

 
Download links:
 
Power Slayer 1.0:

 

On 6/21/2016 at 0:12 AM, Pfeuff said:

New File Browser link for Power Slayer > https://halo4stats.halowaypoint.com/en-US/Halo4/Pfoiffee/fileshare/6a498efd-99ac-4656-98f4-70210bff416f

Note: if the link I post doesn't work, try replacing the gamertag (.../Halo4/"Pfoiffee"/fileshare/...) with your own (which was linked to Halo 4 stats).

]]>
3663Sat, 23 Nov 2013 13:36:49 +0000
Hotshot Slayerhttps://www.xboxchaos.com/topic/3682-hotshot-slayer/Hotshot Slayer was an Acion Sack gametype back in Reach and now it's back in all it's glory. In this slayer variant each the more consecutive kills you get, the more deadlier you'll become. Bu that's comes as a price, you'll also become slower.

 

 

Climb through the three player tiers and eliminate the enemy players.

 

You can choose to play the game with teams or FFA style for some crazy rumble acion.

 

These are the default settings I came up with, you CAN and SHOULD make ones of your own, to better reflect your preferences.

 

 

First stage: 107% damage multiplier.

 

Second stage: 120% damage muliplier, 80% player speed.

 

Third stage: 135% damage multiplier, 70% player speed.

 

 

Hotshot Slayer options:

 

- Score modifier

- Modifier limit

- Kill bonus

- Death bonus

- Assist bonus

- Betrayal bonus

- Suicide bonus

- Headshot bonus

- Pummel bonus

- Assassination bonus

- Sticky bonus

- Vehicle kill bonus

- Splatter bonus

- Revenge bonus

 

 

Download links:

 

http://www.halowaypoint.com/en-US/games/halo4/filebrowser/details/b7428126-9961-4cba-b138-a8018e3a96a9

]]>
3682Fri, 29 Nov 2013 16:32:45 +0000
Release: Race V2.1https://www.xboxchaos.com/topic/4116-release-race-v21/ Today I am releasing my final edit of the race gametype (for now.) This gametype was made due to the amount of requests I have been getting on halotracks.org for features. This is still synth's Race v1.1, I just updated a few features and updated it based on requests, So every map compatible with his gametype, will work with mine.

 

Original Features (By Synth):

 

  • Vehicle Scale.
  • Player Scale.
  • Force enter vehicle time.
  • Spawn at checkpoints.
  • Checkpoint Appearance (Waypoint/Hill visibility)
  • Scoring Mode (Laps/Checkpoints)
  • Vehicle Exit Action
  • Custom lap checkpont filter.
  • Object Attach system.
  • Ability to make objects invisible (race_hide)
  • Ability to make object delete at the start (race_delete)

 

 

Updated Features:

 

  • Holeshot object filter. Apply this to any checkpoint to make it the holeshot as well. This is just used to display the first person to get to that checkpoint. (Requested by HT SX).
  • Holeshot points. The ability to set weather or not you get a point for achieving a holehsot.
  • Lap Timers. This will display in game, as well as in the carnage report. this was requested A LOT.
  • Enabled teams and fixed the scoring. This was not really a request, but it is very simple so why not, lol.
  • Added a race_gate filter. You apply this filter to an object you will to be deleted at a certain amount of time. This was added because everyone needed to use base shields and a fusion coils for starting gates. This adds some variety to maps.
  • Starting gate duration. The amount of time before the race_gate objects delete.
  • Random Starting Gate Duration. This will select a random amount of time before the starting gate deletes;
  • Random Min/Max. The minimum and maximum amount of time for the random starting gate option.
  • player_spectator object filter. When a player is in the boundary of this object, the lap timers and enter vehicle text gets turned off. As well as a special trait set is applied.
  • Spec_Monitor. Weather or not the person in a player_spectator hill turns into a forge monitor.

 

 

Any requests/opinions are welcome!.

On 6/20/2016 at 11:37 PM, Pfeuff said:

New File Browser link for Race V2.1 > https://halo4stats.halowaypoint.com/en-US/Halo4/Pfoiffee/fileshare/d736f260-c18b-4677-92c5-34bff3bca0d2

      and FFA/Team Race Classic V2.6 > https://halo4stats.halowaypoint.com/en-US/Halo4/Pfoiffee/fileshare/4a86ab56-3443-412e-8bda-4c101d55a013

 

Note: if the links I post don't work, try replacing the gamertag (.../Halo4/"Pfoiffee"/fileshare/...) with your own (which was linked to Halo 4 stats).

]]>
4116Sun, 20 Apr 2014 21:27:06 +0000
Release: Race V2.0https://www.xboxchaos.com/topic/4106-release-race-v20/ Vroom!

 

Well, for the past couple weeks I have been working on modifying the Race v1.1 gametype by Synth to better fit the needs of HaloTracks.org. I am pleased to announce that after many great suggestions, I have a working version to share with everyone. Just because I have it released now, does not mean I will not be willing to update it in the future, so please feel free to submit any requests/suggestions to me and I would be happy to look into your request. As always, thank you guys for your awesome support. 

 

Updates:
  • Lap Timers. Yes that right, I finally was the one to add them.
  • race_gate. You apply this to any object and it will be deleted after a set amount of time.
  • Game setting for the time to delete the starting gate items. This is includes a random option.
  • player_monitor filter. When you enter the hill, you turn into a monitor for spectating.(Thanks OrangeMohawk)
  • Enable lightning to be spawned on your vehicle.
  • Fixed teams. You can now use them
 
Special Thanks
  • Cosmic Lightning
  • OrangeMohawk
  • Thunder
  • AbandonedCashew
  • Matt for original gametype.
 
Let me know what you think!
 
https://halo4stats.halowaypoint.com/en-us/Halo4/A/fileshare/27ac9843-a159-48ae-b59f-ce72b2b9c727
]]>
4106Fri, 18 Apr 2014 02:49:47 +0000
Preyhttps://www.xboxchaos.com/topic/4176-prey/ Kill your Prey. Avoid your Predator...

 

 

 

Overview

Prey is a dynamic, new way to play Halo. As it was as an honor-rules game at the time of Clue, you would look at the leaderboard and only be allowed to kill the player under you, while running from the player over you. I say that it was the cousin of Clue.

Now we have it as an automatic process, so no honor-rules are in play. At the round start or when the Grace Period ends, you are assigned a Predator and a Prey on your screen, and if options are selected, there will be waypoints above each of their heads. Every time a player dies or is out of the game in some way the game will re-sort and you may be assigned a new Prey or Predator.

Players start with Swords by default as well.

 

Options

Predator/Prey Visibility options have toggles for Hidden, Always Visible, and Hide When Near.

Predator/Other Kill Deduction options determine the points subtracted from a player who kills their Predator, or a random.

Predator Kill Punishment has options to select the type of punishment for killing your Predator. These options include Do Nothing, Weaken Player, and Kill Instantly.

Grace Period controls the time at start for players to be invincible before assigned a Predator and Prey.

 

Traits

Last Players Remaining are applied to the final two players alive in the game.

Grace Traits are applied during the Grace Period.

 

This gametype works on all maps, by the way.

 

Credits to Just One Player for the original honor-rules gametype.

 

So with that said...

 

1 hour ago, Pfeuff said:

New File Browser link for Prey > https://halo4stats.halowaypoint.com/en-US/Halo4/Pfoiffee/fileshare/667619c3-6d90-427c-9aa2-2cad58621cb5

Note: if the link I post doesn't work, try replacing the gamertag (.../Halo4/"Pfoiffee"/fileshare/...) with your own (which was linked to Halo 4 stats).

]]>
4176Sun, 18 May 2014 18:54:29 +0000
The Plague (2.0)https://www.xboxchaos.com/topic/3888-the-plague-20/ Update 2.0
Now with performance upgrades and some new labels, Plague can return better than ever!
 
Based off of Insanmiac's Carrier gametype concept and inspired by the lack of original flood games, this gametype is an ultra mod of Flood with numerous game changing features and innovative forging tools. With enough options to configure almost every aspect of this gametype, it has the potential to replace any existing flood variant, and start a new trend of flood maps and themes with it's great new play style. Big thanks to Thunder and the modding community all around.

 

 

 

Update 2.0 comes with a few good and a few helpful tools for creating the new Flood experience.
 

Labels have been renamed accordingly, so make sure to update your maps.
Performance issues have been 85% eliminated, note that host migrations will prevent reviving for their duration.
Three new labels: bridge, degrade, and waypoint.
Bridge spawns in a piece when a terminal is captured,
Degrade retracts dominion pieces when a terminal is captured,
and Waypoint shoes an aesthetic navigation icon which is very customizable.
The Waypoint system goes by User Data as the index for what icon to show, or with a spawn sequence of 1, it will show the letter for the User Data (1=A 2=B etc). The waypoint label can be triggered by a terminal if also labelled bridge.
Keep in mind that the label for spawn zones is untested, so if you want to use them on linear maps then just test the map before hand. They should work with the bridge and object spawn labels.
The reviving process now has a timer on the wounded player when they are healed, and points are added to the healer when the process completes. There is also an in game option for the time it takes to revive a player.
Revive points are now a thing as well, reviving a player is rewarding!
Alpha Flood now have customizable weapons and more.
Speaking of Alpha Flood, I found and fixed Alphas becoming normal Flood after one death.

 


 

 

3 hours ago, Pfeuff said:

New File Browser link for Plague > https://halo4stats.halowaypoint.com/en-US/Halo4/Pfoiffee/fileshare/95e30489-8e5a-468f-af12-b45989783773

Note: if the link I post doesn't work, try replacing the gamertag (.../Halo4/"Pfoiffee"/fileshare/...) with your own (which was linked to Halo 4 stats).

 

Credits:
Cashew (gametype, core concepts, main functions, motivation, blood sweat and tears, organization)
343 Industries (base and rico_decor)
Thunder (huge help with logic and base switches)
Matt (enhanced killfeed, no weapon vehicles)

]]>
3888Sun, 02 Feb 2014 01:20:42 +0000
Rush Slayerhttps://www.xboxchaos.com/topic/3714-rush-slayer/ Rush Slayer is a recreation of the brand new mode Cranked first appearing in the CoD: Ghosts franchise. Best of two franchises brought together to ensure crazy shenanigans happen on the battlefield.

 

 

On Rush Slayer each player’s GEN2 Mjolnir powered assault armor is set to self-destruct if its internal clock hits zero. In order to avoid this players must get kills, resetting the internal clock.

 

Each kill grants the killer a momentary set of traits (default: 5 seconds), boosting the player effectiveness on the battlefield.

 

These are the default settings I came up with, you CAN and SHOULD make ones of your own, to better reflect your preferences.

 

Quote

Kill Traits: 110% speed, 110% jump height, 110% shield recharge speed, infinite ammo.

 

Last Breath Traits: waypoint visible to everybody.

 

 

Rush Slayer options:

 

Quote

- Bomb timer

- Last breath countdown

- Kill traits duration

- Detonation type

- Kill bonus

- Death bonus

- Assist bonus

- Betrayal bonus

- Suicide bonus

- Assassination bonus

- Headshot bonus

- Pummel bonus

- Grave bonus

- Revenge bonus

 

 

Things you may want to know:

 

A detonation will ALWAYS result in the player death, however you can choose the effect it’ll have on other players (enemies or not). EMP will paralyze vehicles and drain shields while lethal will kill everyone near the explosion, vehicles excluded.

 

You can choose for how long kill traits will be applied to each player, you can also opt to not apply them at all.

 

Players whose timer is about the hit zero can receive additional Last Breath Traits.

 

Download links:

 

3 hours ago, Pfeuff said:

New File Browser link for Rush Slayer > https://halo4stats.halowaypoint.com/en-US/Halo4/Pfoiffee/fileshare/60402f9d-b730-4c61-b00e-d02f2b943811

  and Cranked Remix V1.1 (Mr Stylux) > https://halo4stats.halowaypoint.com/en-US/Halo4/Pfoiffee/fileshare/0295e3ac-da3f-4c8b-bf52-c22c904a06ce

 

Note: if the link I post doesn't work, try replacing the gamertag (.../Halo4/"Pfoiffee"/fileshare/...) with your own (which was linked to Halo 4 stats).

 

]]>
3714Thu, 05 Dec 2013 13:39:16 +0000
TitanFallhttps://www.xboxchaos.com/topic/4134-titanfall/ This is a relatively simple mod of slayer, but I felt the need to do it because of people trying to make things like Mantis ordnance drops and such.
 
 
So just a couple things I've done:
 
Timer-Based Mantis ordnance dropping.
Each player has a timer (length can be configured by an option) that always counts down, getting kills shortens it by 30 seconds and when it reaches zero you will be notified and will receive a mantis from the sky to hop in to.

Double Jumps

This one is pretty cool, every player has a jetpack, using it will instantly drain it and bring the player higher into the air. Recharge is quick, too.

 

Traits and loadouts have been customized a bit but that's not too special.

 

 

Something to note is you need to spawn a Mantis on your map in order for it to play correctly in-game.

3 hours ago, Pfeuff said:

New File Browser link for Titanfall > https://halo4stats.halowaypoint.com/en-US/Halo4/Pfoiffee/fileshare/9517eb02-557c-4235-8c59-98ce9fc39aa9

Note: if the link I post doesn't work, try replacing the gamertag (.../Halo4/"Pfoiffee"/fileshare/...) with your own (which was linked to Halo 4 stats).

Have fun!

]]>
4134Sat, 26 Apr 2014 22:42:03 +0000
VIP Slayerhttps://www.xboxchaos.com/topic/3866-vip-slayer/ This gametype mod is a port of Guardian from Gears of War 2.  Basically, each team has a leader (VIP) that needs to be alive in order for your team to spawn.  If he dies, your team cannot live.  The last team remaining is the team that wins the round.  This gametype supports multi team play as well.
 
DOWNLOAD:  Updated Link as of 6/20/2016
 

]]>
3866Mon, 27 Jan 2014 15:41:32 +0000
Halo 4 Gun Gamehttps://www.xboxchaos.com/topic/3446-halo-4-gun-game/Download will be coming soon.  Please enjoy and like the video!

 

]]>
3446Tue, 18 Jun 2013 18:05:24 +0000
Stockpilehttps://www.xboxchaos.com/topic/3752-stockpile/ Stockpile is a team-based gametype where two teams fight for four neutral beacons which appear randomly throughout the map and return them to their respective capture points, making it somewhat similar to CTF.

 

 

 

Points are not awarded instantly when the beacon carrier drops the flag on the capture points; there is a timed countdown of sixty seconds (default time) on each capture point and successfully holding the capture point as well as the beacon after the countdown will award the winning team points.

 

These are the default settings I came up with, you CAN and SHOULD make ones of your own, to better reflect your preferences.

 

Quote

Beacon Carrier Traits: 200% melee damage multiplier, Sprint disabled, AA use disabled, Waypoint visible to allies.

 

Cooldown Traits: weapon pick up disabled.

 

 

Stockpile options:

 

Quote

- Collection time

- Beacon points value

- Beacon count

- Beacon placement

- Beacon navpoint

- Beacon carrier cooldown time

- Synchronyzed stockpiles

- Lock beacons in stockpiles

 

 

Things you might find interesting:

 

You can choose to have a visible waypoint over a beacon or not.

 

You can choose to have a visible waypoint over a beacon carrier by tweaking the beacon carrier traits.

 

Download links:

16 hours ago, Pfeuff said:

New File Browser link for Stockpile 1.0 > https://halo4stats.halowaypoint.com/en-US/Halo4/Pfoiffee/fileshare/458edbb5-fa01-4803-9f4c-1b21758c413f

Note: if the link I post doesn't work, try replacing the gamertag (.../Halo4/"Pfoiffee"/fileshare/...) with your own (which was linked to Halo 4 stats).

]]>
3752Mon, 16 Dec 2013 12:16:36 +0000