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Megalo Discussion

848 posts in this topic

@Teancum

 

Can you provide the xml code to add the Carry Style option? I didn't see it in CTF 2.0, which a fresh download confirmed the weird glitch, at least for me. I might try to add more point options (Kills, Flag Caps, Neutral Flag Caps) once I get Reach's "Flagstravaganza" gametypes at sometime later.

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I thought I had that still around, but it's gone. I had coded it once, but apparently ditched it before uploading. I don't really remember what all I wrote to get it together.

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have we figured out what all the weapon values do yet?

 

there were a bit of values that were still unknown a month or 2 back

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I'm trying to apply the leader traits to the team with the highest score on Rocket Race but it doesn't work, I'm using Infinity Slayer code for this. Maybe I should use OnEachTeam instead of OnEachPlayer?

<Trigger execMode="OnEachPlayer" name="Trigger85">        <Elements>          <E type="Action" DBID="32" name="Branch">            <Param type="VirtualTrigger">              <VT type="VirtualTrigger">                <E type="Condition" DBID="1" name="Comparison" unionGroupID="-2">                  <Param type="VarReference" varRefKind="Custom" varRefType="TeamsEnabled" />                  <Param type="VarReference" varRefKind="Custom" varRefType="Int16">1</Param>                  <Param type="ComparisonType">Equal</Param>                </E>                <E type="Condition" DBID="1" name="Comparison" unionGroupID="-2">                  <Param type="VarReference" varRefKind="Custom" varRefType="PlayerScore" dataType="Iterator.Player" />                  <Param type="VarReference" varRefKind="Custom" varRefType="Int16">0</Param>                  <Param type="ComparisonType">GreaterThan</Param>                </E>                <E type="Action" DBID="49" name="Action49">                  <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />                  <Param type="CustomReference" varRefType="Scratch">NumericScratch0</Param>                </E>                <E type="Condition" DBID="1" name="Comparison" unionGroupID="-2">                  <Param type="VarReference" varRefKind="Custom" varRefType="Scratch">NumericScratch0</Param>                  <Param type="VarReference" varRefKind="Custom" varRefType="Int16">1</Param>                  <Param type="ComparisonType">Equal</Param>                </E>                <E type="Action" DBID="51" name="Action51">                  <Param type="CustomReference" varRefType="Scratch">NumericScratch2</Param>                </E>                <E type="Condition" DBID="1" name="Comparison" unionGroupID="-2">                  <Param type="VarReference" varRefKind="Custom" varRefType="Scratch">NumericScratch2</Param>                  <Param type="VarReference" varRefKind="Custom" varRefType="Int16">0</Param>                  <Param type="ComparisonType">Equal</Param>                </E>                <E type="Action" DBID="19" name="VariableOperation">                  <Param type="VarReference" varRefKind="Custom" varRefType="Scratch">NumericScratch1</Param>                  <Param type="VarReference" varRefKind="Custom" varRefType="Int16">1</Param>                  <Param type="OperationType">Set</Param>                </E>              </VT>            </Param>          </E>          <E type="Condition" DBID="1" name="Comparison" unionGroupID="-2">            <Param type="VarReference" varRefKind="Custom" varRefType="Scratch">NumericScratch1</Param>            <Param type="VarReference" varRefKind="Custom" varRefType="Int16">1</Param>            <Param type="ComparisonType">Equal</Param>          </E>          <E type="Action" DBID="21" name="ApplyPlayerTraits">            <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />            <Param type="PlayerTraitsReference">Leader Traits</Param>          </E>        </Elements>      </Trigger>

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I'm trying to apply the leader traits to the team with the highest score on Rocket Race but it doesn't work, I'm using Infinity Slayer code for this. Maybe I should use OnEachTeam instead of OnEachPlayer?

<Trigger execMode="OnEachPlayer" name="Trigger85">        <Elements>          <E type="Action" DBID="32" name="Branch">            <Param type="VirtualTrigger">              <VT type="VirtualTrigger">                <E type="Condition" DBID="1" name="Comparison" unionGroupID="-2">                  <Param type="VarReference" varRefKind="Custom" varRefType="TeamsEnabled" />                  <Param type="VarReference" varRefKind="Custom" varRefType="Int16">1</Param>                  <Param type="ComparisonType">Equal</Param>                </E>                <E type="Condition" DBID="1" name="Comparison" unionGroupID="-2">                  <Param type="VarReference" varRefKind="Custom" varRefType="PlayerScore" dataType="Iterator.Player" />                  <Param type="VarReference" varRefKind="Custom" varRefType="Int16">0</Param>                  <Param type="ComparisonType">GreaterThan</Param>                </E>                <E type="Action" DBID="49" name="Action49">                  <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />                  <Param type="CustomReference" varRefType="Scratch">NumericScratch0</Param>                </E>                <E type="Condition" DBID="1" name="Comparison" unionGroupID="-2">                  <Param type="VarReference" varRefKind="Custom" varRefType="Scratch">NumericScratch0</Param>                  <Param type="VarReference" varRefKind="Custom" varRefType="Int16">1</Param>                  <Param type="ComparisonType">Equal</Param>                </E>                <E type="Action" DBID="51" name="Action51">                  <Param type="CustomReference" varRefType="Scratch">NumericScratch2</Param>                </E>                <E type="Condition" DBID="1" name="Comparison" unionGroupID="-2">                  <Param type="VarReference" varRefKind="Custom" varRefType="Scratch">NumericScratch2</Param>                  <Param type="VarReference" varRefKind="Custom" varRefType="Int16">0</Param>                  <Param type="ComparisonType">Equal</Param>                </E>                <E type="Action" DBID="19" name="VariableOperation">                  <Param type="VarReference" varRefKind="Custom" varRefType="Scratch">NumericScratch1</Param>                  <Param type="VarReference" varRefKind="Custom" varRefType="Int16">1</Param>                  <Param type="OperationType">Set</Param>                </E>              </VT>            </Param>          </E>          <E type="Condition" DBID="1" name="Comparison" unionGroupID="-2">            <Param type="VarReference" varRefKind="Custom" varRefType="Scratch">NumericScratch1</Param>            <Param type="VarReference" varRefKind="Custom" varRefType="Int16">1</Param>            <Param type="ComparisonType">Equal</Param>          </E>          <E type="Action" DBID="21" name="ApplyPlayerTraits">            <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />            <Param type="PlayerTraitsReference">Leader Traits</Param>          </E>        </Elements>      </Trigger>

I think you need to use Action53 instead of Action49 and Action50 instead of Action51, and I'm guessing you'll need to change "PlayerScore" to "TeamScore" in the second condition. And yes, I think you need to have it run the trigger OnEachTeam instead of OnEachPlayer, and replace all the "Iterator.Player" instances with "Iterator.Team". And since I doubt you can just apply traits to a whole team at once (although that would be cool) you'll probably have to write an OnEachPlayer subroutine to apply the trait to each player on Iterator.Team when the flag is positive. (Edit: I mean when NumericScratch1="1")

 

Edit again: DBID 53 and 50 sorry - they actually have defined names in the updated ksoft.

<Action DBID="53" name="TeamGetPlace" template="TeamGetter" /><Action DBID="50" name="TeamsTiedForFirst" template="CustomVarGetter" />
Edited by Gordon
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Here Gabotron ES, I think this ought to do it..

<Trigger execMode="OnEachTeam" name="Trigger85">        <Elements>          <E type="Action" DBID="32" name="Branch">            <Param type="VirtualTrigger">              <VT type="VirtualTrigger">                <E type="Condition" DBID="1" name="Comparison" unionGroupID="-2">                  <Param type="VarReference" varRefKind="Custom" varRefType="TeamsEnabled" />                  <Param type="VarReference" varRefKind="Custom" varRefType="Int16">1</Param>                  <Param type="ComparisonType">Equal</Param>                </E>                <E type="Condition" DBID="1" name="Comparison" unionGroupID="-2">                  <Param type="VarReference" varRefKind="Custom" varRefType="TeamScore" dataType="Iterator.Team" />                  <Param type="VarReference" varRefKind="Custom" varRefType="Int16">0</Param>                  <Param type="ComparisonType">GreaterThan</Param>                </E>                <E type="Action" DBID="53" name="TeamGetPlace">                  <Param type="TeamReference" varRefType="ExplicitTeamType" dataType="Iterator.Team" />                  <Param type="CustomReference" varRefType="Scratch">NumericScratch0</Param>                </E>                <E type="Condition" DBID="1" name="Comparison" unionGroupID="-2">                  <Param type="VarReference" varRefKind="Custom" varRefType="Scratch">NumericScratch0</Param>                  <Param type="VarReference" varRefKind="Custom" varRefType="Int16">1</Param>                  <Param type="ComparisonType">Equal</Param>                </E>                <E type="Action" DBID="50" name="TeamsTiedForFirst">                  <Param type="CustomReference" varRefType="Scratch">NumericScratch2</Param>                </E>                <E type="Condition" DBID="1" name="Comparison" unionGroupID="-2">                  <Param type="VarReference" varRefKind="Custom" varRefType="Scratch">NumericScratch2</Param>                  <Param type="VarReference" varRefKind="Custom" varRefType="Int16">0</Param>                  <Param type="ComparisonType">Equal</Param>                </E>                <E type="Action" DBID="19" name="VariableOperation">                  <Param type="VarReference" varRefKind="Custom" varRefType="Scratch">NumericScratch1</Param>                  <Param type="VarReference" varRefKind="Custom" varRefType="Int16">1</Param>                  <Param type="OperationType">Set</Param>                </E>              </VT>            </Param>          </E>		  <T type="Trigger" trigType="Subroutine" execMode="OnEachPlayer" name="Trigger82_Subroutine1">			<Elements>				<E type="Condition" DBID="1" name="Comparison" unionGroupID="-2">					<Param type="VarReference" varRefKind="Custom" varRefType="Scratch">NumericScratch1</Param>					<Param type="VarReference" varRefKind="Custom" varRefType="Int16">1</Param>					<Param type="ComparisonType">Equal</Param>				</E>				<E type="Condition" DBID="1" name="Comparison" unionGroupID="-2">					<Param type="VarReference" varRefKind="Team" varRefType="Player.OwnerTeam" dataType="Iterator.Player" />					<Param type="VarReference" varRefKind="Team" varRefType="ExplicitTeamType" dataType="Iterator.Team" />					<Param name="Comparison" type="ComparisonType">Equal</Param>			    </E>				<E type="Action" DBID="21" name="ApplyPlayerTraits">					<Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />					<Param type="PlayerTraitsReference">Leader Traits</Param>				</E>			</Elements>          </T>        </Elements>      </Trigger>

Edit: Although you might need to store the Iterator.Team in a variable to pass it into the subroutine - I don't think so, but I'm not sure.

Edited by Gordon

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Hey guys, is a knife (used for assassinations) a seperate manipulatable object? Id so... How cool would it be to have a flagnum, but attach a knife to your "open" hand.

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Unfortunately not. It's animation-specific.

 

On a different note, the first Halo 4 build of Double Agent was compiled today. I just adjusted some HUD elements and am going to try and get some splitscreen games in soon.

Edited by Teancum
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Unfortunately not. It's animation-specific.

 

On a different note, the first Halo 4 build of Double Agent was compiled today. I just adjusted some HUD elements and am going to try and get some splitscreen games in soon.

 

Damn it lol. I 've been working on a TTT type for ages now. You beat me to it. :(

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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?

I just looked at this and figured out exactly what the rate parameter is supposed to be.

The rate is a 5-bit value with the most significant bit setting the direction with 0 setting it to count down and 1 setting it to count up. The next 4 bits sets the rate. A value of 5 is 1 tick per second. Values higher than 5 increases the timer's speed (7 to make it 2x faster), and values lower than 5 slows down the timer.

The timer range is from 0:00 to the timer's initial value (which should and will be renamed to "max value").

So in a nutshell, if you want to start at 0 and count up to 1 minute, set the value in the timer definition to 60. Then using VariableOperation, set the timer's value to 0 before setting its rate to 21.

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I just looked at this and figured out exactly what the rate parameter is supposed to be.

The rate is a 5-bit value with the most significant bit setting the direction with 0 setting it to count down and 1 setting it to count up. The next 4 bits sets the rate. A value of 5 is 1 tick per second. Values higher than 5 increases the timer's speed (7 to make it 2x faster), and values lower than 5 slows down the timer.

The timer range is from 0:00 to the timer's initial value (which should and will be renamed to "max value").

So in a nutshell, if you want to start at 0 and count up to 1 minute, set the value in the timer definition to 60. Then using VariableOperation, set the timer's value to 0 before setting its rate to 21.

 

Note: this is still under investigation and we aren't completely sure yet.

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I just looked at this and figured out exactly what the rate parameter is supposed to be.

The rate is a 5-bit value with the most significant bit setting the direction with 0 setting it to count down and 1 setting it to count up. The next 4 bits sets the rate. A value of 5 is 1 tick per second. Values higher than 5 increases the timer's speed (7 to make it 2x faster), and values lower than 5 slows down the timer.

The timer range is from 0:00 to the timer's initial value (which should and will be renamed to "max value").

So in a nutshell, if you want to start at 0 and count up to 1 minute, set the value in the timer definition to 60. Then using VariableOperation, set the timer's value to 0 before setting its rate to 21.

Sweet! So can you pass a rate and 'direction' in in any combination? Is it like the UInt24s? 

And does that mean there's no way to stop/pause a timer?

Edited by Gordon

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Disregard everything that Matt said about timer rates (sorry). Positive rates count down, negative rates count up:

0 = 0x1 = 0.1x2 = 0.25x3 = 0.5x4 = 0.75x5 = 1x6 = 1.25x7 = 1.5x8 = 1.75x9 = 2x10 = 3x11 = 4x12 = 5x13 = 10x14 = -0.1x15 = -0.25x16 = -0.5x17 = -0.75x18 = -1x19 = -1.25x20 = -1.5x21 = -1.75x22 = -2x23 = -3x24 = -4x25 = -5x26 = -10x

:smile:

I love you. Matt too. <3

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Okee dokey... so I'm trying to decipher the Reach TU1 values. I think the first is maybe bleedthrough, the second looks like DMR bloom, and the third maybe Magnum or NR bloom? If anybody can make any sense of these, it would be much appreciated..

CEA Classic<TU1 unkF7A8="3B" unkF7AC="4.23228359" unkF7B0="0.3031496" unkF7B4="0.397637784" unkF7B8="0.03543307" unkF7BC="0.06692913" unkF7C0="1.515748" unkF7C4="1.515748" />TU CTF<TU1 unkF7A8="1E" unkF7AC="4.23228359" unkF7B0="0.3031496" unkF7B4="0.397637784" unkF7B8="0.03543307" unkF7BC="0.06692913" unkF7C0="1.003937" unkF7C4="1.003937" />ZB DMRs<TU1 unkF7A8="1E" unkF7AC="0" unkF7B0="0.3031496" unkF7B4="0.397637784" unkF7B8="0.03543307" unkF7BC="0.06692913" unkF7C0="1.003937" unkF7C4="1.003937" />ZB Original<TU1 unkF7A8="1F" unkF7AC="0" unkF7B0="0.0984251946" unkF7B4="0.5" unkF7B8="0.03543307" unkF7BC="0.06692913" unkF7C0="1.003937" unkF7C4="1.003937" />

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Okee dokey... so I'm trying to decipher the Reach TU1 values. I think the first is maybe bleedthrough, the second looks like DMR bloom, and the third maybe Magnum or NR bloom? If anybody can make any sense of these, it would be much appreciated..

Lord Zedd is in the process of mapping those out. Here is what we currently know about the values (as far as I'm aware). unkF7A8 is a bitfield (you can edit it easily with Windows Calculator in the Programmer view).

 

F7AC magnum/dmr/nr bloom per shotF7B0 armorlock damage bleedF7B4F7B8F7BCF7C0 magnum bullet force and damageF7C4 magnum recovery timeF7A8 bits:0 shield bleedthrough12 stickies bypass armorlock3 automatic magnum45 remove sword block67
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Lord Zedd is in the process of mapping those out. Here is what we currently know about the values (as far as I'm aware). unkF7A8 is a bitfield (you can edit it easily with Windows Calculator in the Programmer view).

F7AC magnum/dmr/nr bloom per shotF7B0 armorlock damage bleedF7B4F7B8F7BCF7C0 magnum bullet force and damageF7C4 magnum recovery timeF7A8 bits:0 shield bleedthrough12 stickies bypass armorlock3 automatic magnum45 remove sword block67

Awesome! As far as bitfields go, is this how I do it?;

 

http://msdn.microsoft.com/en-us/library/jj217848.aspx

A typical value of this bit field might be 10100000111. Bit 0 is the least significant bit (on the right) and the other bits are counted right to left. Therefore, in this example, the available class permissions include READ, MODIFY, DELETE, ADMINISTER, and CREATE, corresponding to bit fields 0, 1, 2, 8, and 10, respectively.

The difficulty arises when the binary number 10100000111 appears as the decimal number 1287 in an SMS Administrator console display and how you interpret the bits. The solution is to open the Windows Calculator application (Calc.exe, in the Accessories group). Use the Scientific view, set the calculator for decimal mode, and enter 1287. Use the radio buttons of the calculator to convert to a binary display. The binary bit field 10100000111 appears. You can read the selected bit flags from this display.

Edited by Gordon

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Yeah, click on individual bits to toggle them.

16ZNZbu.png

I used a random number in the picture above but if you want to, for example, disable sword blocking, set the 5th bit to 1.

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Hmm Gordon, your example F7A8 values are hex, and I've been using them as decimal this whole time so I might have to go back through those flags. :(

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Yeah, some of those bits don't line up with what I'm seeing in-game, unless I missed the auto-magnum being in non-CEA gametypes. I think you're close though - several of them make a lot of sense. And as far as F7AC goes, didn't they have a way to adjust bloom on the magnum and NR separately? iirc at least the Magnum got put back to 85% from ZB, but left the DMR ZB during the ZB/Super Slayer development/testing in that test playlist they ran. 

 

Edit: did you get banned, Lord Zedd? (re: your sig)

Edited by Gordon

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Yeah, some of those bits don't line up with what I'm seeing in-game, unless I missed the auto-magnum being in non-CEA gametypes. I think you're close though - several of them make a lot of sense. And as far as F7AC goes, didn't they have a way to adjust bloom on the magnum and NR separately? iirc at least the Magnum got put back to 85% from ZB, but left the DMR ZB during the ZB/Super Slayer development/testing in that test playlist they ran. 

 

Edit: did you get banned, Lord Zedd? (re: your sig)

From what I can tell, the bloom modifier is a single setting.

 

 

What we can do is adjust the maximum cone of error on all headshot weapons (except sniper rifles) for any gametype based on a percentage of its default value. The obvious example that we used at Halo Fest is 0% bloom, which guarantees that the DMR, Needle Rifle, and Magnum are going to shoot exactly where you point them, every time.

Source: http://blogs.halowaypoint.com/Headlines/post/2011/08/31/The-Halo-Bulletin-83111-.aspx

 

Here are the *fixed* bits, I even found a new one kinda.

0 shield bleedthrough1 armor lock doesnt shed stickies2 armor lock doesnt nullify stickies34 remove sword block5 automatic magnum67

And yep, I got banned.

 

 

Edit: updated float values

F7AC magnum/dmr/nr bloom per shotF7B0 armor lock energy damage percentageF7B4 armor lock per shot damage capF7B8F7BCF7C0 magnum bullet force and damageF7C4 magnum recovery time
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From what I can tell, the bloom modifier is a single setting.

 

Source: http://blogs.halowaypoint.com/Headlines/post/2011/08/31/The-Halo-Bulletin-83111-.aspx

 

Here are the *fixed* bits, I even found a new one kinda.

0 shield bleedthrough1 armor lock doesnt shed stickies2 armor lock doesnt nullify stickies34 remove sword block5 automatic magnum67

And yep, I got banned.

That sucks. Was it just for GT modding? And did you have modded stuff on the FS of the account that got banned?

And yeah - after a little googling I do recall that they just pulled the Magnum from loadouts and made it a power weapon in ZB lol

 

Edit: so of the two values and three bits left, what other changes were there? Active Camo duration while not moving and the amount of flicker per shot fired, or something like that? I don't recall much else having changed. 

Edited by Gordon

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That sucks. Was it just for GT modding? And did you have modded stuff on the FS of the account that got banned?

And yeah - after a little googling I do recall that they just pulled the Magnum from loadouts and made it a power weapon in ZB lol

It's probably because I got a bit too excited with those campaign films. Besides the campaign stuff my fileshare is still intact.

 

I also edited my last post with a new float setting. Should be the last of armor lock things, as the MLG Anniversary Slayer gametype I've been testing all this on had bits 1 and 2 not set originally, as well as lacking the 2 floats.

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It's probably because I got a bit too excited with those campaign films. Besides the campaign stuff my fileshare is still intact.

 

I also edited my last post with a new float setting. Should be the last of armor lock things, as the MLG Anniversary Slayer gametype I've been testing all this on had bits 1 and 2 not set originally, as well as lacking the 2 floats.

Ah yes - the campaign films. That's a shame. They were really cool. 

 

And yes - I saw your edit, and recorded it in my database of how to mod shit lol

So does that mean that MLG doesn't have AL patched?

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Ah yes - the campaign films. That's a shame. They were really cool. 

 

And yes - I saw your edit, and recorded it in my database of how to mod shit lol

So does that mean that MLG doesn't have AL patched?

Probably because MLG doesn't use AL. :tongue:

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