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Lord Zedd

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Request-A-Tutorial Thread

145 posts in this topic

you asshole lmao, it's cool i figured it would of been no anyways, but :sleep: that just means you lied..

Why are you getting butthurt? The last thing we want is a bunch of douches to use flood armor online... Along with those without heads or missing armor. If you want to play as a flood so bad, just null the PMCG reference in MATG and change the default variant to "infected" in the spartan's BIPD.

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Hi i am new here and i have a few requests.

1)How do i display the game  Hosts gamertag on screen at the beginning of a match? so players in the match know who has host.

2)Change the overtime/suddendeath of a ctf gametype to 15 minutes?

3)Reduce BR spread?

4)Remove all tense music etc from gametypes?

5)implement no flinch?

 

any help would be great!

 

thanks

Edited by PjMpire

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Hi i am new here and i have a few requests.

1)How do i display the game  Hosts gamertag on screen at the beginning of a match? so players in the match know who has host.

2)Change the overtime/suddendeath of a ctf gametype to 15 minutes?

3)Reduce BR spread?

4)Remove all tense music etc from gametypes?

5)implement no flinch?

 

any help would be great!

 

thanks

2 - find the following code and edit an option to 900 seconds. Probably want to edit the associated string to make it apparent in the in-game options too. 

<entry nameIndex="String29" descIndex="String30" name="Overtime Length" valueIndex="3">  <Values defaultIndex="3">    <entry nameIndex="String9" descIndex="String10" value="-1" />    <entry nameIndex="String15" descIndex="String10" value="15" />    <entry nameIndex="String16" descIndex="String10" value="30" />    <entry nameIndex="String22" descIndex="String10" value="60" />    <entry nameIndex="String23" descIndex="String10" value="120" />    <entry nameIndex="String31" descIndex="String10" value="180" />    <entry nameIndex="String24" descIndex="String10" value="300" />  </Values></entry>

And here is the string for the 300 second value 

<String name="String24">  <English>5 Minutes</English>  <Japanese>5 分</Japanese>  <German>5 Minuten</German>  <French>5 minutes</French>  <Spanish>5 minutos</Spanish>  <Mexican>5 minutos</Mexican>  <Italian>5 minuti</Italian>  <Korean>5분</Korean>  <ChineseTrad>5 分鐘</ChineseTrad>  <ChineseSimp>5 minutes</ChineseSimp>  <Portuguese>5 minutos</Portuguese>  <Polish>5 minut</Polish>  <Russian>5 минут</Russian>  <Danish>Fem minutter</Danish>  <Finnish>5 minuuttia</Finnish>  <Dutch>5 minuten</Dutch>  <Norwegian>5 minutter</Norwegian></String>

3 - Reduce the bloom. Values 15 and 16 under OneBarrel.

5 - I believe you can add the following to base traits (could be wrong though - never tried it)

<Weapons>  <Modifiers>    <entry key="StabilityArmorModifier" value="0" />  </Modifiers></Weapons>

No idea for 1 and 4 though.

Edited by Gordon

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Matt had mentioned a Megalo function that pushes objects up into the air. Does anyone know this function?

lol I was just discussing that with him;

<Action DBID="66" name="ObjectPushUp" template="ObjectBase" />

Haven't tried it yet, but it sounds fun :)

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2 - find the following code and edit an option to 900 seconds. Probably want to edit the associated string to make it apparent in the in-game options too. 

<entry nameIndex="String29" descIndex="String30" name="Overtime Length" valueIndex="3">  <Values defaultIndex="3">    <entry nameIndex="String9" descIndex="String10" value="-1" />    <entry nameIndex="String15" descIndex="String10" value="15" />    <entry nameIndex="String16" descIndex="String10" value="30" />    <entry nameIndex="String22" descIndex="String10" value="60" />    <entry nameIndex="String23" descIndex="String10" value="120" />    <entry nameIndex="String31" descIndex="String10" value="180" />    <entry nameIndex="String24" descIndex="String10" value="300" />  </Values></entry>
And here is the string for the 300 second value 

<String name="String24">  <English>5 Minutes</English>  <Japanese>5 分</Japanese>  <German>5 Minuten</German>  <French>5 minutes</French>  <Spanish>5 minutos</Spanish>  <Mexican>5 minutos</Mexican>  <Italian>5 minuti</Italian>  <Korean>5분</Korean>  <ChineseTrad>5 分鐘</ChineseTrad>  <ChineseSimp>5 minutes</ChineseSimp>  <Portuguese>5 minutos</Portuguese>  <Polish>5 minut</Polish>  <Russian>5 минут</Russian>  <Danish>Fem minutter</Danish>  <Finnish>5 minuuttia</Finnish>  <Dutch>5 minuten</Dutch>  <Norwegian>5 minutter</Norwegian></String>
3 - Reduce the bloom. Values 15 and 16 under OneBarrel.

5 - I believe you can add the following to base traits (could be wrong though - never tried it)

<Weapons>  <Modifiers>    <entry key="StabilityArmorModifier" value="0" />  </Modifiers></Weapons>
No idea for 1 and 4 though.

 

thanks pal.

 

i believe the host display mod is part of synth92s descope mod but i think it displays the host the entire game. im just trying to display it for a few seconds at the start.

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i believe the host display mod is part of synth92s descope mod but i think it displays the host the entire game. im just trying to display it for a few seconds at the start.

I don't have the code but I pulled it off by having a global variable storing a reference to the first player to spawn. You can use ChudMessage to display the host in the killfeed in the player_spawn incident.

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How would I swap first person models like gamecheat did with the crowbar and machinegun turret?

Actually gamecheat was supposed to tell me at some point so I could post it. I haven't tried to do it so I wouldn't know.

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2 - find the following code and edit an option to 900 seconds. Probably want to edit the associated string to make it apparent in the in-game options too. 

<entry nameIndex="String29" descIndex="String30" name="Overtime Length" valueIndex="3">  <Values defaultIndex="3">    <entry nameIndex="String9" descIndex="String10" value="-1" />    <entry nameIndex="String15" descIndex="String10" value="15" />    <entry nameIndex="String16" descIndex="String10" value="30" />    <entry nameIndex="String22" descIndex="String10" value="60" />    <entry nameIndex="String23" descIndex="String10" value="120" />    <entry nameIndex="String31" descIndex="String10" value="180" />    <entry nameIndex="String24" descIndex="String10" value="300" />  </Values></entry>

And here is the string for the 300 second value 

<String name="String24">  <English>5 Minutes</English>  <Japanese>5 分</Japanese>  <German>5 Minuten</German>  <French>5 minutes</French>  <Spanish>5 minutos</Spanish>  <Mexican>5 minutos</Mexican>  <Italian>5 minuti</Italian>  <Korean>5분</Korean>  <ChineseTrad>5 分鐘</ChineseTrad>  <ChineseSimp>5 minutes</ChineseSimp>  <Portuguese>5 minutos</Portuguese>  <Polish>5 minut</Polish>  <Russian>5 минут</Russian>  <Danish>Fem minutter</Danish>  <Finnish>5 minuuttia</Finnish>  <Dutch>5 minuten</Dutch>  <Norwegian>5 minutter</Norwegian></String>

3 - Reduce the bloom. Values 15 and 16 under OneBarrel.

5 - I believe you can add the following to base traits (could be wrong though - never tried it)

<Weapons>  <Modifiers>    <entry key="StabilityArmorModifier" value="0" />  </Modifiers></Weapons>

No idea for 1 and 4 though.

This might be a bit late, but the dynamic music is actually an incident (like "Flag Captured" or "Next Kill Wins"). All you have to do to remove it is remove the associated SubmitIncident action. However, the dynamic music at the start of the game is tied to the incident where the gametype is announced (like ctf_team_start)

Edited by shanez1215

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Bump. This is how you would go about making something solid with today's http://www.xboxchaos.com/files/file/115-manual-assembly-plugin-update-december-27-2013/ plugin update. More testing and research is needed to make it 100% foolproof, but here is what I got for the time being.

 

So how phmo works is it has a central block named Rigid Bodies, this points to the various shapes the model is made up of. and applies some extra data.

 

The main place that controls interactivity with objects is in the shapes themselves. Each shape has a bitfield named "Interaction Flags". At the time of writing the bit names are generic, but one day I'll name them. (Or you can ;)). If a bit is unchecked, the shape will not interact with whatever the bit applies to and simply pass through it, so the trick is to make sure everything is checked. It probably wouldn't be wise to set EVERY shape to be solid, as in some cases there may be some shapes that don't "follow" the render model you see. Use common sense and the shape's names to figure out what should be made solid. Stuff with "hull" is a good place to start.

 

A secondary place interactivity can be set is in the Rigid Body itself, via its own flags. Bit 3 seems to be the thing to remove there if applicable. In Halo 3/ODST that should be all there is.

 

Reach Beta and up however added to Rigid Bodies a little bit, with what is currently named as "Interaction A" and "Interaction B". Not quite sure what exactly these values are, but they relate to making things solid. If all else fails, try changing B to values like 0, 2, and -1, and maybe A to 0.

 

Modifying phmo will not affect any objects currently spawned, you will need to spawn a new one.

 

 

The above seems to work well with most things I've tried. Exceptions being the Lich (froze when touching the bsp months ago when I first tried, may work better with the new info) and the Mammoth (idk what its problem is)

OrangeMohawk and Zone like this

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Matt had mentioned a Megalo function that pushes objects up into the air. Does anyone know this function?

 

<Action DBID="66" name="ObjectRandomForceUp" template="ObjectBase" /> <!--involves some randomized calculations-->

 

Its in the megalo database.

Edited by Cosmic lightning

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Armor effects in Halo 4? (Blue flames, orange flames, pestilence, inclement weather)

You can make the effect an attachment to the player biped, then change the marker in the effe of what you want to "head" and it should work/is what I did.

 

You can go further and proper by adding the original markers back to the player mode and assign the region/permutation to specific armor pieces. Equipping them will show the chosen effect.

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You can make the effect an attachment to the player biped, then change the marker in the effe of what you want to "head" and it should work/is what I did.

 

You can go further and proper by adding the original markers back to the player mode and assign the region/permutation to specific armor pieces. Equipping them will show the chosen effect.

 

I'm going to say you'd need an modded xbox 360 to do the latter, right?

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I'm going to say you'd need an modded xbox 360 to do the latter, right?

You need one no matter what.

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I'm going to say you'd need an modded xbox 360 to do the latter, right?

Some of the armor affects are player traits, like the Birthday Party and Regicide ones. The orange flames use the invisible_cube_of_derek, which isn't in Halo 4

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Some of the armor affects are player traits, like the Birthday Party and Regicide ones. The orange flames use the invisible_cube_of_derek, which isn't in Halo 4

 

Or you can do like my advanced slayer and set-up the code in-game to use a label and change it from object to player for blue-flames. Sure not exact, but you could get to attach to the head so you have a lightning bolt head on all players. I was curious if you could tell the xml to look for players with a specific helmet as I know you can with aa's apparently, but I guess not.

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Or you can do like my advanced slayer and set-up the code in-game to use a label and change it from object to player for blue-flames. Sure not exact, but you could get to attach to the head so you have a lightning bolt head on all players. I was curious if you could tell the xml to look for players with a specific helmet as I know you can with aa's apparently, but I guess not.

Alternatively you could attach an oddball to the head, scale it down slightly (so it's not visible) and just the effects would emit outside the helmet (if you got the size right).

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Some of the armor affects are player traits, like the Birthday Party and Regicide ones. The orange flames use the invisible_cube_of_derek, which isn't in Halo 4

Birthday Party and Regicide are their own effect tags. Legendary Flames is in the main armor_fx effe tag. invisible_cube_of_derek is the Juggernaut's trail or whatever gametype that was.

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Birthday Party and Regicide are their own effect tags. Legendary Flames is in the main armor_fx effe tag. invisible_cube_of_derek is the Juggernaut's trail or whatever gametype that was.

So since the Legendary flames are armor, it'd be impossible to use them with Megalo?

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Okay i have another... Halo 4 Nudge/Zoom? Mainly Nudge though.

explain?

 

So since the Legendary flames are armor, it'd be impossible to use them with Megalo?

correct.

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