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General
Megalo Discussion

848 posts in this topic

Your current method of object scaling (based off userdata), and how you are activating Dominion items. I was using your old Machinima for the object scale, but it isn't exactly working for me.

The Dominion stuff I'm holding back on actually. I have a Flood variant I'm going to call Flood Plus which allows players all Flood/Infection options (things like Flood/Spartan infected, allowing players to choose forced colors, weapon pickup choice, etc). The Dominion stuff I kinda want to be part of that. I put it in PA1NTS' Last Stand gametype (yep, that was done by me), but I don't think he promoted it and it's become much better since.

I thought that as long as nobody promoted your gametype as like a commercial product you would be fine. Anyone that has been fileshare banned was promoting their gametypes (such as promod or Halo Photographers), unlike us.

He was more saying that if a gametype crashes people's systems, allows people to cheat, etc.

Cosmic lightning likes this

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The Dominion stuff I'm holding back on actually. I have a Flood variant I'm going to call Flood Plus which allows players all Flood/Infection options (things like Flood/Spartan infected, allowing players to choose forced colors, weapon pickup choice, etc). The Dominion stuff I kinda want to be part of that. I put it in PA1NTS' Last Stand gametype (yep, that was done by me), but I don't think he promoted it and it's become much better since.

He was more saying that if a gametype crashes people's systems, allows people to cheat, etc.

 

I kinda updated my flood to flood 3.0 which changes appearances to just 3 others set & allows all traits to be editable again. Thing I've been trying to achieve which keeps failing is trying to get alpha flood & flood set-up to change their appearances solely on their own. Kinda beaten you on the flood, sorry bout that. Except it don't have forced color option changes. ;(  

 

Teams  are still broken with it though, I didnt feel like looking a vip for idea's. 

Edited by Cosmic lightning

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Kinda beaten you on the flood, sorry bout that. Except it don't have forced color option changes. ;(

No offense, but I guarantee mine's better. While I like your gametypes oftentimes I feel like you sortof throw darts at the wall and see what sticks. I have a very clear plan and it's already been tested online.

Edited by Teancum

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No offense, but I guarantee mine's better. While I like your gametypes oftentimes I feel like you sortof throw darts at the wall and see what sticks. I have a very clear plan and it's already been tested online.

 

I test mine with my friends that I can trust just like you guys for bug fixes & run tests myself. That one went about 50 tests before it was uploaded, 2 online. the flood 3.0 was clear set in stone before I did it, why do you think it was up in FS & unpronounced to the world, I wanted to share it while it was waiting for either me or another person to make a better version. So I was telling you what you'd have to add is all.

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Do LocalTriggers only effect the host? Because in my gametype I have a hide label in a local trigger but I think it was only working for me and not my friend...


The Dominion stuff I'm holding back on actually. I have a Flood variant I'm going to call Flood Plus which allows players all Flood/Infection options (things like Flood/Spartan infected, allowing players to choose forced colors, weapon pickup choice, etc). The Dominion stuff I kinda want to be part of that. I put it in PA1NTS' Last Stand gametype (yep, that was done by me), but I don't think he promoted it and it's become much better since.

So you put activate-able dominion items in Last Stand? Also what about object_scale?

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Do LocalTriggers only effect the host? Because in my gametype I have a hide label in a local trigger but I think it was only working for me and not my friend...

From my experience in Halo Reach, LocalTriggers actually solve the problem of something only working on the host, not sure if they affect guests though.  Did you remember to add the EntryPoint for the LocalTrigger?

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Do LocalTriggers only effect the host? Because in my gametype I have a hide label in a local trigger but I think it was only working for me and not my friend...

They run on both the host and on all clients. Make sure you assigned an entry point for it in the gametype's <EntryPoints> tag.

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Does anyone have a list of what each hud widget position looks like?

I thought only 10 (Bottom Center) worked in Halo 4? For Reach, there's a helpful image of it in Teancum's KSoft Gametype Work File that he uploaded, along with a bunch of other useful stuff.
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The only available widget position is the one at the bottom of the screen. AFAIK, it doesn't matter what number you use, it will always appear at the bottom center of your screen. 343 uses "10" in their gametypes so it's a good idea to do the same.

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Anybody know what the purpose of the second action here is? It appears this way in every instance I can find;

<E type="Action" name="PlayerSetHudBanner">  <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />  <Param type="NameIndex32">flood_ur_zombie_banner</Param></E><E type="Action" name="PlayerSetHudBanner">  <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />  <Param type="NameIndex32">NONE</Param></E>
And any idea what this does?

<E type="Action" name="PlayerSetHudBanner">  <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />  <Param type="NameIndex32">blam_banner_you_have_bacon</Param></E>
Edited by Gordon

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Anybody know what the purpose of the second action here is? It appears this way in every instance I can find;

<E type="Action" name="PlayerSetHudBanner">  <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />  <Param type="NameIndex32">flood_ur_zombie_banner</Param></E><E type="Action" name="PlayerSetHudBanner">  <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />  <Param type="NameIndex32">NONE</Param></E>
And any idea what this does?

<E type="Action" name="PlayerSetHudBanner">  <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />  <Param type="NameIndex32">blam_banner_you_have_bacon</Param></E>

Apparently gives you bacon. lol I'm assuming it sets what you want it to say in the banner. 

________________

 

Custom Slayer(AKA Advanced Slayer) is now finished, no more updates. Figure it has enough do all kinds of stuff now.  ;)

Edited by Cosmic lightning

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Anybody know what the purpose of the second action here is? It appears this way in every instance I can find;

<E type="Action" name="PlayerSetHudBanner">  <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />  <Param type="NameIndex32">flood_ur_zombie_banner</Param></E><E type="Action" name="PlayerSetHudBanner">  <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />  <Param type="NameIndex32">NONE</Param></E>
The second one here simply clears any HUD banner such as "YOU HAVE THE FLAG!"
And any idea what this does?[code=auto:0]<E type="Action" name="PlayerSetHudBanner">  <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />  <Param type="NameIndex32">blam_banner_you_have_bacon</Param></E>
According to TaxOutbr3ak it says "YOU HAVE THE BEACON" (Extraction), but it's missing the blue background. "bacon" was probably just an internal 343i joke.
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Does this look right?

                <E type="Action" name="DistanceBetweenObjects">                  <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="ObjectScratch1" />                  <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="ObjectScratch2" />                  <Param type="CustomReference" varRefType="Scratch">NumericScratch1</Param>                  <Param type="Bool">False</Param>                </E>                <E type="Condition" name="Comparison">                  <Param type="VarReference" varRefKind="Custom" varRefType="Scratch">NumericScratch1</Param>                  <Param type="VarReference" varRefKind="Custom" varRefType="Int16">10</Param>                  <Param type="ComparisonType">LessThanEqual</Param>                </E>                <E type="Action" name="Branch">                  <Param type="VirtualTrigger">                    <VT type="VirtualTrigger">                      <E type="Action" name="Branch">                        <Param type="VirtualTrigger">                          <VT type="VirtualTrigger">                            <E type="Action" name="SubmitIncident">                              <Param type="IncidentId">close_call</Param>                              <Param type="TargetVar" targetType="Player" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />                              <Param type="TargetVar" targetType="Player" varRefType="ExplicitPlayerType" dataType="NONE" />                            </E>                            <E type="Condition" name="TimerIsZero">                              <Param type="TimerReference" varRefType="Player.TimerVar" dataType="Iterator.Player">PlayerTimer2</Param>                            </E>                            <E type="Action" name="VariableOperation">                              <Param type="VarReference" varRefKind="Timer" varRefType="Player.TimerVar" dataType="Iterator.Player">PlayerTimer2</Param>                              <Param type="VarReference" varRefKind="Custom" varRefType="Int16">6</Param>                              <Param type="OperationType">Set</Param>                            </E>                            <E type="Action" name="TimerRateSet">                              <Param type="TimerReference" varRefType="Player.TimerVar" dataType="Iterator.Player">PlayerTimer2</Param>                              <Param type="TimerRate">Minus100p</Param>                            </E>                          </VT>                        </Param>                      </E>                      <E type="Action" name="Branch">                        <Param type="VirtualTrigger">                          <VT type="VirtualTrigger">                            <E type="Condition" name="TimerIsZero" invert="True">                              <Param type="TimerReference" varRefType="Player.TimerVar" dataType="Iterator.Player">PlayerTimer2</Param>                            </E>                            <E type="Action" name="ApplyPlayerTraits">                              <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />                              <Param type="PlayerTraitsReference">Reviving Traits</Param>                            </E>                          </VT>                        </Param>                      </E>                    </VT>                  </Param>                </E>

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watch the sky box on this mod, not sure what happened, but anyhoo.

 

https://www.halowaypoint.com/en-us/players/cosmic%20storm300/halo4/fileshare#!/?section=GameClip&SearchDate=7&SortBy=2&view-select=Tile&startIndex=0&details=65669caa-86e5-446a-8168-522da535a504

 

What I tried to do was the object attach like the forklift idea, only with the pelican you see. set up an objectfilter with pelican_scenery/ attach it to the banshee & hoped to get a look alike banshee. Of course, I attached the freaking skybox to it. I do realize it was foolish attempt as the forklift was in the map objects, but I assumed that the crashed pelican would of told the game, I'm here. i was wrong. lol. funny outcome though. ;)

 

Is it possible to replace the skybox with anything using a game variant though?

Edited by Cosmic lightning

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How would I go about checking if this timer isn't zero, then applying actions?

          <E type="Condition" name="Comparison">            <Param type="VarReference" varRefKind="Custom" varRefType="Scratch">NumericScratch0</Param>            <Param type="VarReference" varRefKind="Custom" varRefType="Int16">100</Param>            <Param type="ComparisonType">LessThan</Param>          </E>          <E type="Action" name="VariableOperation">            <Param type="VarReference" varRefKind="Player" varRefType="ExplicitPlayerType" dataType="PlayerScratch0" />            <Param type="VarReference" varRefKind="Player" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />            <Param type="OperationType">Set</Param>          </E>          <E type="Action" name="ObjectSetBoundary">            <Param type="ObjectReference" varRefType="Player.SlaveObject" dataType="PlayerScratch0" />            <Param type="Shape" shapeType="Cylinder">              <Radius varRefType="Int16">7</Radius>              <Top varRefType="Int16">6</Top>              <Bottom varRefType="Int16">2</Bottom>            </Param>          </E>          <E type="Action" name="ActivateTrigger">            <Param type="TriggerReference">              <T type="Trigger" trigType="Subroutine" execMode="OnEachPlayer" name="Trigger39_Subroutine40">                <Elements>                  <E type="Condition" name="Comparison">                    <Param type="VarReference" varRefKind="Player" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />                    <Param type="VarReference" varRefKind="Player" varRefType="ExplicitPlayerType" dataType="PlayerScratch0" />                    <Param type="ComparisonType">NotEqual</Param>                  </E>                  <E type="Condition" name="ObjectIsInBoundary">                    <Param type="ObjectReference" varRefType="Player.SlaveObject" dataType="Iterator.Player" />                    <Param type="ObjectReference" varRefType="Player.SlaveObject" dataType="PlayerScratch0" />                  </E>                  <E type="Condition" name="TimerIsZero">                    <Param type="TimerReference" varRefType="Player.TimerVar" dataType="Iterator.Player">PlayerTimer2</Param>                  </E>                  <E type="Action" name="VariableOperation">                    <Param type="VarReference" varRefKind="Timer" varRefType="Player.TimerVar" dataType="Iterator.Player">PlayerTimer2</Param>                    <Param type="VarReference" varRefKind="Custom" varRefType="Int16">6</Param>                    <Param type="OperationType">Set</Param>                  </E>                  <E type="Action" name="TimerRateSet">                    <Param type="TimerReference" varRefType="Player.TimerVar" dataType="Iterator.Player">PlayerTimer2</Param>                    <Param type="TimerRate">minus100p</Param>                  </E>                </Elements>              </T>            </Param>          </E>

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How do I check if a player is not in a vehicle?

Use the playergetvehicle command and store the vehicle as objectscratchx

Run a comparison that checks if objectscratchx is equal to none

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<E type="Condition" name="TimerIsZero" invert="True">

<E type="Condition" name="TimerIsZero" invert="True">

No Like where do I place it, in a seperate branch... Or start another subroutine... Or just right under where I set it... Or outside the subroutine...

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Has anybody encountered an error like this? I can't find the cause. The gametype compiles clean, but throws this upon decompile (and doesn't work in-game)
nSAaOCS.png
 Edit: Figured it out - something wrong with my ChudMessages
 

No Like where do I place it, in a seperate branch... Or start another subroutine... Or just right under where I set it... Or outside the subroutine...

Well if you want it to execute while the ObjectIsInBoundary is true, the same as the TimerIsZero you've already got, I would add a branch after the ObjectIsInBoundary with the TimerIsZero Invert=True, and then after that (outside of that branch) I would put the rest of your code in another branch. Just remember if you set the timer in one branch it will impact how branches further down work, so make sure you're not setting it to something and then immediately checking it, or it will always return the same result.

If the ObjectIsInBoundary isn't necessary you could put it in a separate subroutine or a separate trigger altogether.

Edited by Gordon

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The XboxChaos staff feels that this thread has outstayed its welcome. Please create individual threads for questions from now on.

Thank you.

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