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Megalo Discussion

848 posts in this topic

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

That's odd. So any idea what the other two values are for yet? It's gotta be AC usage rate, possibly while unmoving, and AC's flicker rate or whatever you want to call it when firing a weapon. I'm 90% sure that's the other change they made. As for the bits....? What else did they change?

 

Edit: I know they don't use it, but I wouldn't imagine they would just leave it un-nerfed - if anything you'd think they'd nerf it harder and still not use it out of spite lol

Edited by Gordon

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That's odd. So any idea what the other two values are for yet? It's gotta be AC usage rate, possibly while unmoving, and AC's flicker rate or whatever you want to call it when firing a weapon. I'm 90% sure that's the other change they made. As for the bits....? What else did they change?

 

Edit: I know they don't use it, but I wouldn't imagine they would just leave it un-nerfed - if anything you'd think they'd nerf it harder and still not use it out of spite lol

In all my testing I've yet to notice any difference to camo. I've done both extremes (ranges are 0,2) and it still takes about 20 seconds standing still to drain half way, even on non-TU.

Edit: And of course as I say that, the standing time went down to about 13 seconds using the values from your examples.

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This is a tad OT at the moment, lol, but excuse me - Lord Zedd, AMD, , or anyone really - can anybody come up with a novel means of accurately referencing a player's hologram (in Halo 4, but I'm interested in doing it in Reach too), other than finding an object that was ~0 distance and is now >0 distance, and is not every-fucking-thing-there-is-except-a-hologram. I'm concerned objectives being dropped/thrown or weapons dropped might trigger it, and I feel compelled to produce a reasonably error-proof bit of code if I can. It would just be nice to not have to do exhaustive testing. Here's a rough copy of what I'm working on. It functions but I haven't tried doing anything other than spawning a hologram and letting it die or killing it. http://pastebin.com/YdAD9fru


In all my testing I've yet to notice any difference to camo. I've done both extremes (ranges are 0,2) and it still takes about 20 seconds standing still to drain half way, even on non-TU.

Edit: And of course as I say that, the standing time went down to about 13 seconds using the values from your examples.

What? lol

So ... that is the camo value? Cool. Must either be subtle or limited in range. 

 

Edit: and if anybody's interested in what I've been working on in general, I've been playing with AA functionality, trying to rebalance them and create a Halo 3 equipment mod as well. Here are a couple other nice little chunks of code. These work beautifully

http://pastebin.com/SpuvU4LR

http://pastebin.com/7VvgcVt7

I'm aiming to make tidy easily implemented chunks up like this so it's easy to add to just about any gametype. And here's an actual gametype with the stuff implemented; http://www.halowaypoint.com/en-us/games/halo4/fileshare/details/208ec55f-cb7e-44bd-84e0-31cbda96437c

 

Do you have access to stuff via FS anymore Lord Zedd? Or are you stuck compiling XMLs to get gametypes?

Edited by Gordon

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What? lol

So ... that is the camo value? Cool. Must either be subtle or limited in range.

 

Do you have access to stuff via FS anymore Lord Zedd? Or are you stuck compiling XMLs to get gametypes?

Well I don't know WHICH value if not both, but at least one of them should affect camo (but I also had the remaining unknown bits sets and my xbox is off now).

 

I have a few silver accounts that I can use, just it requires unhooking my rgh so I can use the phat cables from the jtag below it on my spare I updated to latest dash.

But then again that would be more for grabbing the couple TUs Halo 4 has left in it since I'm not that big on megalo as a whole. I like the research.

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Sup people, my Stockpile variants creates a blam_effect ray over each captured beacon when the collection time hits zero, it works as intended when only one beacon is captured, the ray will be created and will be deleted 5-7 seconds later.

 

Problem is when more than one beacon is captured they'll stay there forever lol.

 

This is how I create the rays:

<E type="Action" DBID="20" name="ActivateTrigger">                    <Param type="TriggerReference">                      <T type="Trigger" trigType="Subroutine" name="Trigger23_Subroutine24_Subroutine28">                        <Elements>                          <E type="Condition" DBID="1" name="Comparison" unionGroupID="-2">                            <Param type="VarReference" varRefKind="Team" varRefType="Object.OwnerTeam" dataType="GlobalObject0" />                            <Param type="VarReference" varRefKind="Team" varRefType="Player.OwnerTeam" dataType="GlobalPlayer0" />                            <Param type="ComparisonType">Equal</Param>                          </E>                          <E type="Action" DBID="1" name="ModifyScore">                            <Param type="TargetVar" targetType="Player" varRefType="Object.PlayerVar" dataType="GlobalObject0">ObjectPlayer1</Param>                            <Param type="OperationType">Add</Param>                            <Param type="CustomReference" varRefType="UserDefinedOption">Beacon value</Param>                          </E>                         <E type="Action" DBID="20" name="ActivateTrigger">                           <Param type="TriggerReference">                             <T type="Trigger" trigType="Subroutine" name="Trigger23_Subroutine29">                               <Elements>                                  <E type="Action" name="CreateObject">                                  <Param type="ObjectTypeIndex">blam_effect</Param>                                   <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="NONE" />                                   <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="GlobalObject0" />                                   <Param type="ObjectFilterIndex">NONE</Param>                                   <Param type="CreateObjectFlags">0</Param>                                   <Param type="UInt24">0</Param>                                   <Param type="NameIndex">NONE</Param>                                 </E>                               </Elements>                             </T>                           </Param>                         </E>                         <E type="Action" name="TimerTick">                           <Param type="TimerReference" varRefType="Object.TimerVar" dataType="Iterator.Object">ObjectTimer1</Param>                           <Param type="UInt5">5</Param>                         </E>                        </Elements>                      </T>                    </Param>                  </E>                  <E type="Action" DBID="9" name="VariableOperation">                    <Param type="VarReference" varRefKind="Custom" varRefType="Global.NumericVar">GlobalNumeric1</Param>                    <Param type="VarReference" varRefKind="Custom" varRefType="Int16">1</Param>                    <Param type="OperationType">Set</Param>                  </E>                  <E type="Action" DBID="3" name="DeleteObject">                    <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="GlobalObject0" />                  </E>                  <E type="Action" DBID="9" name="VariableOperation">                    <Param type="VarReference" varRefKind="Custom" varRefType="Global.NumericVar">GlobalNumeric0</Param>                    <Param type="VarReference" varRefKind="Custom" varRefType="Int16">1</Param>                    <Param type="OperationType">Subtract</Param>                  </E>                </Elements>              </T>            </Param>          </E>

And this is how I delete them:

<Trigger name="Trigger48">        <Elements>          <E type="Action" DBID="17" name="TimerTick">            <Param type="TimerReference" varRefType="Global.TimerVar">GlobalTimer1</Param>            <Param type="UInt5">5</Param>          </E>          <E type="Condition" DBID="5" name="TimerIsZero" unionGroupID="-2">            <Param type="TimerReference" varRefType="Global.TimerVar">GlobalTimer1</Param>          </E>          <E type="Action" DBID="20" name="ActivateTrigger">            <Param type="TriggerReference">              <T type="Trigger" trigType="Subroutine" execMode="OnObjectFilter" name="Trigger48_Subroutine49" objectFilter="ObjectFilter_blam_effect">                <Elements>                  <E type="Action" name="DeleteObject">                   <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" />                  </E>                </Elements>              </T>            </Param>          </E>          <E type="Action" DBID="43" name="ResetTimer">            <Param type="TimerReference" varRefType="Global.TimerVar">GlobalTimer1</Param>          </E>        </Elements>      </Trigger>

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@Gabo - Most of the time I've seen ObjectKillInstantly used to remove effects.

 

In other news, playtested a Halo 4 build of Double Agent. Works pretty well. I did away with the "You are a double agent!" HUD text. In Halo 4 Double Agents still see things on their HUD that agents don't: personal kill count, and the number of agents remaining. Since only Double Agents see these two things I didn't see a need to have a notification in the HUD. There are just a few bugs to fix before a playtest, such as the "Traitor Traits". Right now I don't apply them properly, so they don't stay permanent. I know what's wrong, I just need to fix it.

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@Gabo - Most of the time I've seen ObjectKillInstantly used to remove effects.

 

In other news, playtested a Halo 4 build of Double Agent. Works pretty well. I did away with the "You are a double agent!" HUD text. In Halo 4 Double Agents still see things on their HUD that agents don't: personal kill count, and the number of agents remaining. Since only Double Agents see these two things I didn't see a need to have a notification in the HUD. There are just a few bugs to fix before a playtest, such as the "Traitor Traits". Right now I don't apply them properly, so they don't stay permanent. I know what's wrong, I just need to fix it.

I'm still getting the same .

 

1 beacon captured: creates the ray and deletes it after 5-7 seconds.

 

2 or more captured beacons: creates the rays which will stay there forever :(

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In your CreateObject action you set the datatype to NONE, so there is no way to reference the effects. That's fine, but in your delete code you will need to use ObjectIsSameType with blam_effect so that the game knows to delete all blam_effect objects. In the subroutine of your second trigger, delete the OnObjectFilter entry and just add an ObjectIsSameType condition.

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Gordon, since the hologram object is a biped, you can use the PlayerSetUnit action and check if the object you're testing has been successfully possessed by the player. Just be sure to assign the player back to their original biped. :tongue: You shouldn't have to worry about possessing nearby players because in Halo 4, you can't have more than one player controlling a biped so the action will do nothing.

 

I think if you do this in one single tick, it should be near seamless.

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@Gabo - Most of the time I've seen ObjectKillInstantly used to remove effects.

 

In other news, playtested a Halo 4 build of Double Agent. Works pretty well. I did away with the "You are a double agent!" HUD text. In Halo 4 Double Agents still see things on their HUD that agents don't: personal kill count, and the number of agents remaining. Since only Double Agents see these two things I didn't see a need to have a notification in the HUD. There are just a few bugs to fix before a playtest, such as the "Traitor Traits". Right now I don't apply them properly, so they don't stay permanent. I know what's wrong, I just need to fix it.

Is the problem where the traits go away after death? If it is, can you post a tut on fixing that, since Flood had that issue with Alpha Zombies, and Infection inherited it :(

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Finished the Reach TU values.

F7AC magnum/dmr/nr bloom per shotF7B0 armor lock energy damage percentageF7B4 armor lock per shot damage capF7B8 camo standing energy use subtractionF7BC camo moving energy use subtractionF7C0 magnum bullet force and damageF7C4 magnum recovery timeF7A8 bits:0 shield bleedthrough1 armor lock doesnt shed stickies2 armor lock doesnt nullify stickies3 use camo tuning (F7B8 and F7BC)4 remove sword block5 automatic magnum6 unused?7 unused?
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Is the problem where the traits go away after death? If it is, can you post a tut on fixing that, since Flood had that issue with Alpha Zombies, and Infection inherited it :(

Nope - it's that I only apply them on a very specific instance, so the next tick when the script runs again that instance is no longer true. What I'll do instead is mark the player with a variable so I can check each tick to see if it's true, then run it again.

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Gordon, since the hologram object is a biped, you can use the PlayerSetUnit action and check if the object you're testing has been successfully possessed by the player. Just be sure to assign the player back to their original biped. :tongue: You shouldn't have to worry about possessing nearby players because in Halo 4, you can't have more than one player controlling a biped so the action will do nothing.

 

I think if you do this in one single tick, it should be near seamless.

Okay so I store the player's slave object, run playersetunit on the object I suspect is a hologram, and then check if the player's current slave object is the same as their stored slave object? (and then run playersetunit back to their original slave object and flag the AA as active if true)

 

And then I would just have to worry about somebody using hologram as somebody else's hologram runs through them, and catching the wrong one? That's not bad.

 

Edit: anybody got any tricks to get Reach gametypes to compile? They decompile fine for me, but ones with TU data won't recompile, even unedited, without throwing an error, and non TU gametypes compile but strip out any TU1 values I add. In fact it's deleting or modifying almost any value I add or change anywhere.

Edited by Gordon

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Are red Xs part of the WeaponTuning? how can you add them to a gametype?

Not part of weapon tuning, and I haven't noticed any code that implements them. I think they got patched directly into the engine.

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any way to set the promethean vision effect on powerups?

 

ideally i would also like to find a way to assign the effect to the binary rifle as well to recreate a weapon from Red Faction 

and it is a really nice feature to combo with the binary making it very unique



 

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any way to set the promethean vision effect on powerups?

 

ideally i would also like to find a way to assign the effect to the binary rifle as well to recreate a weapon from Red Faction 

and it is a really nice feature to combo with the binary making it very unique

I don't think so, but you could set PV to have a longer duration and replace the player's weapon with a binary rifle during use.

Edited by Gordon

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Yeah like Gordon said, there's a condition that detects whether an equipment is being used. You can force the player to have the binary rifle while they're using promethean vision.

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lol if you could shoot through walls, PV+Binary Rifle (and a stupid amount of magnetism) would give you a Farsight XR-10

*sigh* if only - I loved perfect dark. Maybe I'll go make a Magnum burst-fire x3 and call it the Magsec 8 lol

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.

This did not work   :(, anyone got other idea?

 

Also, how do you make it so that players don't drop weapons/nades when they die?

Edited by Gabotron ES

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This did not work   :(, anyone got other idea?

 

Also, how do you make it so that players don't drop weapons/nades when they die?

Hmm - well it can't be that far off from working. Is it throwing an error?

 

And I imagine you could probably remove all of a players weapons upon death, although I'm not sure how to do that with grenades.

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Hmm - well it can't be that far off from working. Is it throwing an error?

 

And I imagine you could probably remove all of a players weapons upon death, although I'm not sure how to do that with grenades.

 

You were definitely on the right path.

 

About removing a player's weapoN, I tried with the death incident, getting the PlayerScratch0 with PlyerGetCause and setting BipedDropWeapon to false for both primary and secondaty but it didn't let me compile it.

Edited by Gabotron ES

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The player no longer has a biped when they die, so you need to store the player's weapon somewhere then delete the weapon in the death incident.

 

As for grenades, can you just disable the resupply armor mod?

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The player no longer has a biped when they die, so you need to store the player's weapon somewhere then delete the weapon in the death incident.

 

As for grenades, can you just disable the resupply armor mod?

You mean storing the player to a variable like GlobalPlayer0, I'll try that. 

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No, store the player's weapon to a player member variable.

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