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General
Megalo Discussion

848 posts in this topic

Use ChudMessage at the end of the trigger to confirm that it is being executed and/or double check the value that's being stored.

I don't see any issues with that part of the code.

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Use ChudMessage at the end of the trigger to confirm that it is being executed and/or double check the value that's being stored.

I don't see any issues with that part of the code.

Will this do it? I can't find an instance of an object reference being used in a token, and I'm away from my xbox at the moment.

<E type="Action" name="ChudMessage">  <Param type="TargetVar" targetType="Player" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />  <Param type="SoundIndex">NONE</Param>  <Param type="Tokens2" stringIndex="Primary Weapon %s!" tokenCount="1">    <Token0 type="ObjectReference" varRefType="ExplicitObjectType" dataType="ObjectScratch1" />  </Param></E>
Edited by Gordon

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Hi folks,

 

does anybody have the default weapon tuning values after the 343 patch?

 

Im looking to modify the default magnetism on each weapon but i have no reference to start from as not all are visible on the gametypes im editing.

 

Im looking to implement these setting in future competitive european tournaments so any help would be greatly appreciated.

 

cheers

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Hi folks,

 

does anybody have the default weapon tuning values after the 343 patch?

 

Im looking to modify the default magnetism on each weapon but i have no reference to start from as not all are visible on the gametypes im editing.

 

Im looking to implement these setting in future competitive european tournaments so any help would be greatly appreciated.

 

cheers

http://pastebin.com/XDBkQfhb

Only some weapons were modified by 343. If you want all the base values you can pull them from a .map file with assembly, but it's a slow process.

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http://pastebin.com/XDBkQfhb

Only some weapons were modified by 343. If you want all the base values you can pull them from a .map file with assembly, but it's a slow process.

 

hi thanks for the quick response.

 

Yeh im looking for all the base values.in particular, sniper, br dmr,and carbine magnetism.

do you know where i can get my hands on a .map file? and any brief details on the process i would have to undertake to the get these values?

 

thanks

 

EDIT: NVM ive figured it out for now heh :blush:

Edited by PjMpire

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hi thanks for the quick response.

 

Yeh im looking for all the base values.in particular, sniper, br dmr,and carbine magnetism.

do you know where i can get my hands on a .map file? and any brief details on the process i would have to undertake to the get these values?

 

thanks

I got .map files here http://xboxdb.com/0000000001/v2.1/web/, and I got assembly here http://www.xboxchaos.com/topic/3263-assembly-blam-research-tool/

As for how to do it, use assembly to open the .map file (Open Blam Cache File), in the left hand pane click the second 'tab' (sort of - it's just a link but it's where a tab would be) labelled 'Tags', and scroll all the way to the bottom of the tag list. Find 'weap' and expand that section, then look for the weapon you want to know about within that tree. Then select it and use the search to look for magnetism in the value names. Other values are stored in other areas - not the weap tree, but weap is where magnetism and most of the 'barrel' values are. 

Here's a screenshot:

dy5Jg8o.png

(I resize my left-hand pane larger so I can find different weapons easier btw)

EDIT: NVM ive figured it out for now heh :blush:

Damn! lol

PjMpire likes this

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Is there any game sound which is a simple beep and actually works?

 

Also, why isn't this working. It just won't play the sound.

<Trigger execMode="OnEachPlayer" name="Trigger51">        <Elements>          <E type="Condition" DBID="1" name="Comparison" unionGroupID="-2">            <Param type="VarReference" varRefKind="Timer" varRefType="Player.TimerVar" dataType="Iterator.Player">PlayerTimerBombTimer</Param>            <Param type="VarReference" varRefKind="Custom" varRefType="Int16">5</Param>            <Param type="ComparisonType">LessThan</Param>          </E>          <E type="Condition" DBID="1" name="Comparison" unionGroupID="-2">            <Param type="VarReference" varRefKind="Timer" varRefType="Player.TimerVar" dataType="Iterator.Player">PlayerTimerBombTimer</Param>            <Param type="VarReference" varRefKind="Custom" varRefType="Int16">1</Param>            <Param type="ComparisonType">GreaterThan</Param>          </E>          <E type="Condition" name="Comparison" unionGroupID="-2">            <Param type="VarReference" varRefKind="Custom" varRefType="Player.NumericVar" dataType="Iterator.Player">PlayerNumeric5</Param>            <Param type="VarReference" varRefKind="Custom" varRefType="Int16">0</Param>            <Param type="ComparisonType">Equal</Param>          </E>          <E type="Action" name="PlaySoundOnObjectMessage">            <Param type="ObjectReference" varRefType="Player.SlaveObject" dataType="Iterator.Player" />            <Param type="SoundIndex">sound\ca\ca_dom_terminal_interact_sfx_in</Param>          </E>          <E type="Action" name="VariableOperation">            <Param type="VarReference" varRefKind="Custom" varRefType="Player.NumericVar" dataType="Iterator.Player">PlayerNumeric5</Param>            <Param type="VarReference" varRefKind="Custom" varRefType="Int16">1</Param>            <Param type="OperationType">Set</Param>          </E>        </Elements>      </Trigger>
Edited by Gabotron ES

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I used player_timer_beep in Race.

And add a ChudMessage action below the sound message. Does it appear in-game? If not, then that part of the code isn't being executed.

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I got .map files here http://xboxdb.com/0000000001/v2.1/web/, and I got assembly here http://www.xboxchaos.com/topic/3263-assembly-blam-research-tool/

As for how to do it, use assembly to open the .map file (Open Blam Cache File), in the left hand pane click the second 'tab' (sort of - it's just a link but it's where a tab would be) labelled 'Tags', and scroll all the way to the bottom of the tag list. Find 'weap' and expand that section, then look for the weapon you want to know about within that tree. Then select it and use the search to look for magnetism in the value names. Other values are stored in other areas - not the weap tree, but weap is where magnetism and most of the 'barrel' values are. 

Here's a screenshot:

dy5Jg8o.png

(I resize my left-hand pane larger so I can find different weapons easier btw)

Damn! lol

ahh nah this helps a lot, i couldnt find the magnetism values, u sir are a legend, :)

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So I was trying to bring 3-Flag to Halo 4...

 

<Pic of KSoft Error />

 

Anyone know what this error means?

 

Nevermind. I fixed and tested it. It's official... 3-Flag's in Halo 4 :biggrin:

 

9eWWPZx.jpg

Edited by shanez1215
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How do I check to see if a player (GlobalPlayer0) has died? I want to apply an action only when GlobalPlayer0 has died.

I believe you do it like this;

<E type="Condition" name="Incident" unionGroupID="-2"> <!--when a player dies-->  <Param type="IncidentIdRef">death</Param></E><E type="Action" name="VariableOperation"> <!--clear scratch-->  <Param type="VarReference" varRefKind="Player" varRefType="ExplicitPlayerType" dataType="PlayerScratch0" />  <Param type="VarReference" varRefKind="Player" varRefType="ExplicitPlayerType" dataType="NONE" />  <Param type="OperationType">Set</Param></E><E type="Action" name="IncidentGetCausePlayer"> <!--get player who died-->  <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="PlayerScratch0" /></E><E type="Condition" name="Comparison" unionGroupID="-2"> <!--compare global player with player that died-->  <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="GlobalPlayer0" />  <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="PlayerScratch0" />  <Param type="ComparisonType">Equal</Param></E><!--then whatever comes next happens to globalplayer0 upon death-->

but that's just off the top of my head

Edited by Gordon

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Hey , or anybody, is there any Halo 3 megaloscript editing potential? What with the free GoD coming out on Wednesday, it seems like a good time to see what the Halo 3 implementation of Megalo can do. It does have Megalo, right?

Edited by Gordon

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So this is what I'm trying to do:

 

Each player has a playertimer which counts down and gets reset every kill they get.

 

I'm also giving them a score bonus each time they get a kill when their timer is between 4 and 0 seconds.

 

Problem is since I reset the timer after each kill the engine win't get to the part of checking if it was a "last breath" kill, the timer will be already reset  making it impossible to achieve one.

 

Here's the code:

<E type="Action" name="Branch">            <Param type="VirtualTrigger">              <VT type="VirtualTrigger">                <E type="Condition" name="Incident" unionGroupID="-2">                  <Param type="IncidentIdRef">kill</Param>                </E>                <E type="Action" name="VariableOperation">                  <Param type="VarReference" varRefKind="Player" varRefType="ExplicitPlayerType" dataType="PlayerScratch0" />                  <Param type="VarReference" varRefKind="Player" varRefType="ExplicitPlayerType" dataType="NONE" />                  <Param type="OperationType">Set</Param>                </E>                <E type="Action" name="IncidentGetCausePlayer">                  <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="PlayerScratch0" />                </E>                <E type="Action" DBID="32" name="Branch">                        <Param type="VirtualTrigger">                          <VT type="VirtualTrigger">                             <E type="Action" name="ChudMessage">                              <Param type="TargetVar" targetType="Player" varRefType="ExplicitPlayerType" dataType="PlayerScratch0" />                              <Param type="SoundIndex">NONE</Param>                              <Param type="Tokens2" stringIndex="String84" />                            </E>                            <E type="Action" name="ResetTimer">                               <Param type="TimerReference" varRefType="Player.TimerVar" dataType="PlayerScratch0">PlayerTimerBombTimer</Param>                            </E>                            <E type="Action" name="TimerTick">                               <Param type="TimerReference" varRefType="Player.TimerVar" dataType="PlayerScratch0">PlayerTimerBombTimer</Param>                               <Param type="UInt5">5</Param>                            </E>                          </VT>                        </Param>                      </E>                      <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="Timer" varRefType="Player.TimerVar" dataType="PlayerScratch0">PlayerTimerBombTimer  </Param>                               <Param type="VarReference" varRefKind="Custom" varRefType="Int16">4</Param>                               <Param type="ComparisonType">LessThan</Param>                             </E>                             <E type="Condition" DBID="1" name="Comparison" unionGroupID="-2">                               <Param type="VarReference" varRefKind="Timer" varRefType="Player.TimerVar" dataType="PlayerScratch0">PlayerTimerBombTimer</Param>                              <Param type="VarReference" varRefKind="Custom" varRefType="Int16">0</Param>                              <Param type="ComparisonType">GreaterThan</Param>                            </E>                            <E type="Action" DBID="103" name="SubmitIncident">                              <Param type="IncidentId">close_call</Param>                              <Param type="TargetVar" targetType="Player" varRefType="ExplicitPlayerType" dataType="PlayerScratch0" />                              <Param type="TargetVar" targetType="Player" varRefType="ExplicitPlayerType" dataType="NONE" />                           </E>                           <E type="Action" name="ModifyScore">                             <Param type="TargetVar" targetType="Player" varRefType="ExplicitPlayerType" dataType="PlayerScratch0" />                             <Param type="OperationType">Add</Param>                            <Param type="CustomReference" varRefType="UserDefinedOption">Last Breath Bonus</Param>                          </E>                          <E type="Condition" 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="Action" name="ModifyScore">                             <Param type="TargetVar" targetType="Team" varRefType="Player.OwnerTeam" dataType="PlayerScratch0" />                             <Param type="OperationType">Add</Param>                             <Param type="CustomReference" varRefType="UserDefinedOption">Last Breath Bonus</Param>                          </E>                        </VT>                      </Param>                    </E>                <E type="Action" name="Branch">                  <Param type="VirtualTrigger">                    <VT type="VirtualTrigger">                      <E type="Condition" 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="Action" name="ModifyScore">                        <Param type="TargetVar" targetType="Team" varRefType="Player.OwnerTeam" dataType="PlayerScratch0" />                        <Param type="OperationType">Add</Param>                        <Param type="CustomReference" varRefType="UserDefinedOption">Kill Points</Param>                      </E>                    </VT>                  </Param>                </E>

Any idea how can I get this to work?

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Rearrange your order. Check for between 0-4 seconds first, then do the rest of your code.

<E type="Action" name="Branch">            <Param type="VirtualTrigger">              <VT type="VirtualTrigger">                <E type="Condition" name="Incident" unionGroupID="-2">                  <Param type="IncidentIdRef">kill</Param>                </E>                <E type="Action" name="VariableOperation">                  <Param type="VarReference" varRefKind="Player" varRefType="ExplicitPlayerType" dataType="PlayerScratch0" />                  <Param type="VarReference" varRefKind="Player" varRefType="ExplicitPlayerType" dataType="NONE" />                  <Param type="OperationType">Set</Param>                </E>                <E type="Action" name="IncidentGetCausePlayer">                  <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="PlayerScratch0" />                </E>                      <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="Timer" varRefType="Player.TimerVar" dataType="PlayerScratch0">PlayerTimerBombTimer  </Param>                               <Param type="VarReference" varRefKind="Custom" varRefType="Int16">4</Param>                               <Param type="ComparisonType">LessThan</Param>                             </E>                             <E type="Condition" DBID="1" name="Comparison" unionGroupID="-2">                               <Param type="VarReference" varRefKind="Timer" varRefType="Player.TimerVar" dataType="PlayerScratch0">PlayerTimerBombTimer</Param>                              <Param type="VarReference" varRefKind="Custom" varRefType="Int16">0</Param>                              <Param type="ComparisonType">GreaterThan</Param>                            </E>                            <E type="Action" DBID="103" name="SubmitIncident">                              <Param type="IncidentId">close_call</Param>                              <Param type="TargetVar" targetType="Player" varRefType="ExplicitPlayerType" dataType="PlayerScratch0" />                              <Param type="TargetVar" targetType="Player" varRefType="ExplicitPlayerType" dataType="NONE" />                           </E>                           <E type="Action" name="ModifyScore">                             <Param type="TargetVar" targetType="Player" varRefType="ExplicitPlayerType" dataType="PlayerScratch0" />                             <Param type="OperationType">Add</Param>                            <Param type="CustomReference" varRefType="UserDefinedOption">Last Breath Bonus</Param>                          </E>                          <E type="Condition" 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="Action" name="ModifyScore">                             <Param type="TargetVar" targetType="Team" varRefType="Player.OwnerTeam" dataType="PlayerScratch0" />                             <Param type="OperationType">Add</Param>                             <Param type="CustomReference" varRefType="UserDefinedOption">Last Breath Bonus</Param>                          </E>                        </VT>                      </Param>                    </E>                <E type="Action" DBID="32" name="Branch">                        <Param type="VirtualTrigger">                          <VT type="VirtualTrigger">                             <E type="Action" name="ChudMessage">                              <Param type="TargetVar" targetType="Player" varRefType="ExplicitPlayerType" dataType="PlayerScratch0" />                              <Param type="SoundIndex">NONE</Param>                              <Param type="Tokens2" stringIndex="String84" />                            </E>                            <E type="Action" name="ResetTimer">                               <Param type="TimerReference" varRefType="Player.TimerVar" dataType="PlayerScratch0">PlayerTimerBombTimer</Param>                            </E>                            <E type="Action" name="TimerTick">                               <Param type="TimerReference" varRefType="Player.TimerVar" dataType="PlayerScratch0">PlayerTimerBombTimer</Param>                               <Param type="UInt5">5</Param>                            </E>                          </VT>                        </Param>                      </E>                <E type="Action" name="Branch">                  <Param type="VirtualTrigger">                    <VT type="VirtualTrigger">                      <E type="Condition" 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="Action" name="ModifyScore">                        <Param type="TargetVar" targetType="Team" varRefType="Player.OwnerTeam" dataType="PlayerScratch0" />                        <Param type="OperationType">Add</Param>                        <Param type="CustomReference" varRefType="UserDefinedOption">Kill Points</Param>                      </E>                    </VT>                  </Param>                </E>
Edited by Teancum
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My gametype keeps coming out with "Not a valid Halo 4 gametype file... may have been damaged or from an earlier version of Halo 4" or something along those lines when I try to load it. Whats going on with it?

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My gametype keeps coming out with "Not a valid Halo 4 gametype file... may have been damaged or from an earlier version of Halo 4" or something along those lines when I try to load it. Whats going on with it?

That happens when you break the structure of gametypes. I.e. you can't have more than 16 gametype settings, too many variables of the same type, etc. Be mindful of the limits.

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My gametype keeps coming out with "Not a valid Halo 4 gametype file... may have been damaged or from an earlier version of Halo 4" or something along those lines when I try to load it. Whats going on with it?

In this case the best thing is to use your editor's undo function and keep rolling back until you get a build that works. Sounds awful but that's all we have.

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@AbandonedCashew

You can PM me the gametype and I'll take a look.

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@AbandonedCashew

You can PM me the gametype and I'll take a look.

Well I am pretty sure where its coming from then... I think I have a playernumeric5 in my code. What can I replace it with?

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Well I am pretty sure where its coming from then... I think I have a playernumeric5 in my code. What can I replace it with?

PlayerNumeric6? PlayerNumeric7? Anything that isn't taken.

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Custom CTF is pretty much done right now. All I need to do now is a single bug fix (so far :) ) and some string related things.

 

The gametype has all of Reach's Flagstravaganza Options and a few more options I felt were important as well (Sprint and Carrier Visibility).

 

Unfortunately, I couldn't get the carry_bomb's to work (I got Speedflag with invisible flags, and went over the file limit quickly after), so the "Classic" Carry Style option is out for now along with it's coding.

 

Just curious, but how did Synth get the weaponless flag he has in his Twitter background (https://twitter.com/synthmods)? I could implement that instead of the carry_bomb's if possible.

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Hey , or anybody, is there any Halo 3 megaloscript editing potential? What with the free GoD coming out on Wednesday, it seems like a good time to see what the Halo 3 implementation of Megalo can do. It does have Megalo, right?

To my knowledge, Halo 3 doesn't use megalo. All the gametypes are built-in to the engine. If you have Assembly, you can find them all in the WEZR tag (game engine settings) on Halo 3's mainmenu.map, and those reflexives are not even present in WEZR in Reach and Halo 4 because they use VTGL (variant globals) to store the megalo-created games (and map variants also).

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My gametype keeps coming out with "Not a valid Halo 4 gametype file... may have been damaged or from an earlier version of Halo 4" or something along those lines when I try to load it. Whats going on with it?

An easy way to check if that is going to happen is to decompile your variant right after compiling. I've found that files that read as corrupt on the xbox will also throw an error on decompile even though they compiled clean. Sometimes the error it throws even helps you figure out what it doesn't like in the code.

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