Content:
Slate
Blackcurrant
Watermelon
Strawberry
Orange
Banana
Apple
Emerald
Chocolate
Marble
Background:
Slate
Blackcurrant
Watermelon
Strawberry
Orange
Banana
Apple
Emerald
Chocolate
Marble
Pattern:
Blank
Waves
Notes
Sharp
Wood
Rockface
Leather
Honey
Vertical
Triangles
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shanez1215
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About shanez1215
- Birthday 12/15/1996
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Florda, USA
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Pfeuff liked a post in a topic: Implementing Bro Traits Into Other Gametypes
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Pfeuff liked a post in a topic: Classic CTF
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It was implemented so that you could set loadouts separately based on Biped. It was done for UI purposes to get Invasion loadouts to work.
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When Timer is 5 And numericscratch0 is 0 *Do whatever you want* Set numericscratch0 to 1 Since the first two conditions using "and", the trigger won't work if the second condition is false (if numericscratch0 isn't 0), and the end of the trigger sets numericscratch0 to 1, which allows the trigger to activate once for a tick when the timer hits 5.
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I found this in Assault... <E type="Action" name="CreateObject"> <Param type="ObjectTypeIndex">odd_confetti</Param> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="GlobalObject2" /> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="GlobalObject0" /> <Param type="ObjectFilterIndex">NONE</Param> <Param type="CreateObjectFlags">0</Param> <Param type="Point3d" /> <Param type="NameIndex">NONE</Param> </E>
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What about by using playerpressedbutton and then reducing the monitor movement speed and turn radius?Shouldn't be a problem if only 1 player is forging. There has to be a way to change monitor speed...
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Guest liked a post in a topic: Issue with ObjectGetOwnerPlayer?
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Gordon liked a post in a topic: Issue with ObjectGetOwnerPlayer?
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They released a WumboScript Viewer yesterday
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oVR liked a post in a topic: Change Weapon/Biped Despawning Time
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I think the game automatically ends the round when all but 1 team run out of lives.To make it work, you'd have to have unlimited lives and use some roundabout scripting to set players that die to have no lives and to give each team 1 point for victory conditions, which ends the round because that's the scoretowin. You can use a userdefinedoption as a "lives" option.
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That command doesn't work at runtime. I've tried it. From what I've heard, you'd have to use Megalo to spawn an idenical weapon and use the nevergarbage createobject flag. You'd have to use spawn sequence for the spawn time using timer's. The weapon would act like a static spawn but you wouldn't be able to change spare clips. I might work on it later.
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I have a feeling that if you use Objective Ordnance, it won't display the Drop Recin warning since the gametype can't predict it (like in Dominion).
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So since the Legendary flames are armor, it'd be impossible to use them with Megalo?
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Something I was trying to do with Custom/Classic CTF was adopt the larger text. I tried that one, and it didn't work Couldn't I use the ObjectIsInBoundary Condition to set the navpoint, its priority, and its text? That's how I was thinking callout zones could be done.
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I mean if you see the player, you know he has the bomb. In pre-Halo 4 CTF, you can see the flag in his hands or on his back, despite there being no waypoints. That's what I'm getting at. There needs to be some indication if the player you're shooting at has the bomb or not.Normally, you'd see them holding it or see it on their biped, but since it looks ugly when attached, it's better to just change the carrier's color
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But how will the enemy know if there's no waypoint?
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I'd recommend attaching it, using objecthide on it, and then changing the carrier's color as a visual indicator, since I can't get it to look good right now.