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General
Megalo Discussion

848 posts in this topic

Although what said is correct if the second parameter is set to true. You can set it to false to kill a player normally.

 

You can go up to 32767 since Integer References are Int16's, if I remember correctly. The value is the actual percentage meaning 100 = 100%, 2000 = 2000%, and so on.

This is wha tI'm using to kill people boarding your vehicle on Rocket Race (the code works), also Synth check your PMs ;)

          <E type="Action" DBID="20" name="ActivateTrigger">            <Param type="TriggerReference">              <T type="Trigger" trigType="Subroutine" name="Trigger7_Subroutine8">                <Elements>                  <E type="Condition" DBID="1" name="Comparison" unionGroupID="-2">                    <Param type="VarReference" varRefKind="Object" varRefType="ExplicitObjectType" dataType="GlobalObject2" />                    <Param type="VarReference" varRefKind="Object" varRefType="ExplicitObjectType" dataType="NONE" />                    <Param type="ComparisonType">NotEqual</Param>                  </E>                  <E type="Condition" DBID="1" name="Comparison" unionGroupID="-2">                    <Param type="VarReference" varRefKind="Object" varRefType="ExplicitObjectType" dataType="GlobalObject2" />                    <Param type="VarReference" varRefKind="Object" varRefType="Team.ObjectVar" dataType="GlobalTeam0">TeamObject0</Param>                    <Param type="ComparisonType">NotEqual</Param>                  </E>                  <E type="Action" DBID="36" name="ObjectKillInstantly">                   <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />                   <Param name="Bool" type="Bool">False</Param>                  </E>                </Elements>              </T>            </Param>          </E>
Edited by Gabotron ES

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I'd appreciate it if people will say whether the code they pasted doesn't work or wouldn't compile instead of having us figure it out. :tongue:

 

Also AbandonedCashew, I moved all of your posts and the replies to the thread you created. If anyone needs help, it's better to create a thread instead of posting it in here.

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Any idea what the A parameter does? KSoft added it to my code at compile, and the code isn't working just yet, but that could be bugs elsewhere.It compiles but it doesn't have any effect. 

<Traits>  <Appearance>    <PrimaryColor R="0" G="176" B="0" A="True" />    <SecondaryColor R="0" G="176" B="0" A="True" />  </Appearance></Traits>

And in the following section which is unedited default code, what can I do to disable override of the secondary color? I tried removing SecondaryColorOverrideEnabled and removing the value for the secondary color, but it had no effect in-game. Should I add an ="False"?

<Team designator="0" flags="Enabled, PrimaryColorOverrideEnabled, SecondaryColorOverrideEnabled, EmblemOverrideEnabled">  <Overrides primaryColor="FFBD2A1B" secondaryColor="FF8F3E35" />

Oh, and any chance anybody's got a grifball xml or variant file handy? I want to see how they recolor the grif.

Edited by Gordon

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Any idea what the A parameter does? KSoft added it to my code at compile, and the code isn't working just yet, but that could be bugs elsewhere.It compiles but it doesn't have any effect. 

<Traits>  <Appearance>    <PrimaryColor R="0" G="176" B="0" A="True" />    <SecondaryColor R="0" G="176" B="0" A="True" />  </Appearance></Traits>

And in the following section which is unedited default code, what can I do to disable override of the secondary color? I tried removing SecondaryColorOverrideEnabled and removing the value for the secondary color, but it had no effect in-game. Should I add an ="False"?

<Team designator="0" flags="Enabled, PrimaryColorOverrideEnabled, SecondaryColorOverrideEnabled, EmblemOverrideEnabled">  <Overrides primaryColor="FFBD2A1B" secondaryColor="FF8F3E35" />

 

Seems like it was mislabeled. A should be "Use Default Colors" so you want that set to False (but in Team Colors, it's the Alpha value). Speaking of team colors, removing the color override flag causes the game to fall back to default colors which is the same color lol. You can't have teams with personal colors unless you manually assign players to teams with Megalo like in Flood.

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Seems like it was mislabeled. A should be "Use Default Colors" so you want that set to False (but in Team Colors, it's the Alpha value). Speaking of team colors, removing the color override flag causes the game to fall back to default colors which is the same color lol. You can't have teams with personal colors unless you manually assign players to teams with Megalo like in Flood.

Okay - so if I set A=False I can leave the team overrides and this will override them?

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Okay - so if I set A=False I can leave the team overrides and this will override them?

 

Yes. Armor colors follow this order: Personal > Team > Base Player Traits > Respawn Traits > Megalo Traits > Powerup Traits

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Oh, and any chance anybody's got a grifball xml or variant file handy? I want to see how they recolor the grif.

    <PlayerTraits>      <entry nameIndex="String32" descIndex="String33" name="Grif Traits" runtime="True">        <Traits>          <Damage>            <Modifiers>              <entry key="DamageResistance" value="0.8972626" />              <entry key="ShieldMultiplier" value="2.00204468" />            </Modifiers>          </Damage>          <Weapons>            <Equipment usage="1" />            <Modifiers>              <entry key="DamageMultiplier" value="2.9969635" />            </Modifiers>          </Weapons>          <Movement>            <Usage vehicles="2" sprint="1" />            <Modifiers>              <entry key="Speed" value="1.50152588" />            </Modifiers>          </Movement>          <Appearance>            <PrimaryColor R="255" G="104" B="0" />            <SecondaryColor R="255" G="104" B="0" />          </Appearance>        </Traits>      </entry>    </PlayerTraits>
Gordon likes this

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Is there a way to capture the weapon of a player -- not what it is, but to actually get the object itself? I want to delete swords that drop on death (infection variant), but not delete those already placed on the map. In other gametypesI just used ItemGetOwnerPlayer() and if it was none I deleted the weapon, which was fine because that gametype shouldn't have anything on the map. Here's an example of what I had in Reach Gun Game. I'd like to adapt it to find a specific player's (an infected) weapon so I can delete only that one on death.

      <Trigger execMode="OnEachObject" name="WeaponCleanupTrigger">          <!--Deletes any object not currently held-->        <Elements>          <!--Get the owner-->          <E type="Action" name="ItemGetOwnerPlayer">            <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" />            <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="GlobalPlayer2" />          </E>          <!--If there isn't one-->          <E type="Condition" name="Comparison" unionGroupID="-2">            <Param type="VarReference" varRefKind="Player" varRefType="ExplicitPlayerType" dataType="GlobalPlayer2" />            <Param type="VarReference" varRefKind="Player" varRefType="ExplicitPlayerType" dataType="NONE" />            <Param type="ComparisonType">Equal</Param>          </E>          <E type="Action" name="ActivateTrigger">            <Param name="Trigger" type="TriggerReference">              <T type="Trigger" trigType="Subroutine" name="Trigger75_Subroutine76">                  <!--Only this weapon should be deleted-->                <Elements>                  <E type="Condition" DBID="6" name="ObjectIsSameType" unionGroupID="-2">                    <Param name="Object" type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" />                    <Param name="Type" type="ObjectTypeIndex">energy_sword</Param>                  </E>                  <E type="Action" name="DeleteObject">                    <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" />                  </E>                </Elements>              </T>            </Param>          </E>        </Elements>      </Trigger>

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@Teancum

 

PlayerGetWeapon will let you get a reference to a player's weapon object.

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But doesn't that get the type of object? I'm not at my modding PC, but I thought it returned the weapon type and not the specific instance of a player's weapon.

 

Nope, it returns an object reference. You can always check the object type though by using the ObjectIsSameType condition.

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I've created a multi-team ricochet gametype where a neutral Mantis is a forgeball.  Players deliver the Mantis to the enemy base to score.  I need help with this because the mantis' damage resistance is too low, making it near impossible to score.  I don't want to increase damage resistance to ALL vehicles because warthogs play an essential role in the gametype and should remain the same.  Can someone help me?

Edited by WARHOLIC

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I've created a multi-team ricochet gametype where a neutral Mantis is a forgeball.  Players deliver the Mantis to the enemy base to score.  I need help with this because the mantis' damage resistance is too low, making it near impossible to score.  I don't want to increase damage resistance to ALL vehicles because warthogs play an essential role in the gametype and should remain the same.  Can someone help me?

 

If you want to make the Mantis invincible, use the ObjectSetActive action.

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Hey, any idea why I can't pass a numeric variable into a token? All the (non-string) examples I can find use type="Numeric" but KSoft throws an error when I try formatting my variable as such, and upon further inspection the values used that way are sort of 'fixed variables' like ScoreToWin, or local variables which I can't seem to get to work. Ex:

<Token0 type="Numeric" varRefType="Player.NumericVar" dataType="_PlayerType24_Local">PlayerNumeric0</Token0>

Also, do you know if the number of ticks per second is consistent, or is that impacted by lag? I'm looking for a more accurate timer. I imagine I can set one to tick at a different rate, but I can't find any examples of that. Do you know any other tick values? Is "0" stopped?

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If you take a look at Race v1.1 you can find where there are playerNumeric tokens sent to the action.

I tried, but I think it screwed up downloading - I ended up with what I believe is Race V1. I can't find any tokens with playernumerics in them. Any chance you have the right XML handy? 

 

And if anybody is interested, I've been working on rebalancing the AAs, and I have a new revision ready for testing;

Role Slayer v2 

Details; 

- Jetpack (jumpjet style), Thruster (120% speed), Regen, and Auto Turret set to single use

- PV (with waypoint), Hologram, HLS, and Active Camo adjusted AA duration and recharge rate

- Each AA (except hologram) applies a secondary color to the player while held; JP=white, Thruster=purple, Regen=green, Auto Turret=orange, PV=red, HLS=blue, AC=cyan

Edited by Gordon

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What does MedalOverridePoints do?

 

Lets you override the default points for a medal. Let's say a headshot medal gives you 5 points, you can change it to give you 50 points or something.

 

Hey, any idea why I can't pass a numeric variable into a token? All the (non-string) examples I can find use type="Numeric" but KSoft throws an error when I try formatting my variable as such, and upon further inspection the values used that way are sort of 'fixed variables' like ScoreToWin, or local variables which I can't seem to get to work. Ex:

<Token0 type="Numeric" varRefType="Player.NumericVar" dataType="_PlayerType24_Local">PlayerNumeric0</Token0>
Also, do you know if the number of ticks per second is consistent, or is that impacted by lag? I'm looking for a more accurate timer. I imagine I can set one to tick at a different rate, but I can't find any examples of that. Do you know any other tick values? Is "0" stopped?
 

And Gordon, you can find Race v1.1 here: http://www.halowaypoint.com/en-us/games/halo4/filebrowser/details/b533b7c7-6fab-4ea3-88a0-435c5a3416b7. I don't have nearly all of my gametypes on my computer so I can't send you the gametype right now, sorry. :(

 

As for the string tokens, here's an example containing a signed scratch integer and an unsigned scratch integer:

         <E type="Action" name="ObjectSetDisplayText">            <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" />            <Param type="Tokens2" stringIndex="%d %d" tokenCount="2">              <Token0 type="Numeric" varRefType="Scratch">NumericScratch0</Token0>              <Token1 type="SignedNumeric" varRefType="Scratch">NumericScratch0</Token1>            </Param>          </E>

The known timer rates are: 5 = running and 18 = stopped

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If you want to make the Mantis invincible, use the ObjectSetActive action.

No, the Mantis being invincible would be too powerful.  Players would lack the capacity to shoot at it, and learn to just sulk.  I want to buff up its strength.  I may have found a great way to double its health: Base Player Traits = Damage Resistance 50%, Damage 75%.  But if anyone can modify the mantis' health/damage traits, I would be eternally greatful.

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Off topic noob Q of the day: What are the differences between using a branch/ virtual trigger and a subroutine?

From my experience the branches fuck up less, and I only use subroutines if I need to loop (eg. execMode="onEachPlayer")

 

No, the Mantis being invincible would be too powerful.  Players would lack the capacity to shoot at it, and learn to just sulk.  I want to buff up its strength.  I may have found a great way to double its health: Base Player Traits = Damage Resistance 50%, Damage 75%.  But if anyone can modify the mantis' health/damage traits, I would be eternally greatful.

You can adjust the mantis' weapons with the weapon tuning. 

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Will you be hosting a test night on Friday Synth?

It's postponed to Saturday for this week.

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If it's a xbox chaos/closed lobby I'll gladly provide you with my latest variants. Battletracks is lots of fun!

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Thunder's first gametype, Hostage Rescue, will premiere on Saturday night.

 

If it's a xbox chaos/closed lobby I'll gladly provide you with my latest variants. Battletracks is lots of fun!

Just release it when it's done, man. It's not supposed to be a private test night.

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