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Gabotron ES

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Full Player Traits example XML

17 posts in this topic

So can anyone post a PlayerTraits set with all available options in there, if it includes support upgrades and the like it'd be great.

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Um, you could do like me and use horizon to and change all the settings in a random game-type. Then decode it. Sometimes ksoft.tool did not like it, other times it did. When it gives me an error, I usually decoded it in the variant, but if the variant decoding gave me an error, I did the package. It worked this way alot when using horizon but I did get it what I was wanting. ;)

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http://www.xboxchaos.com/topic/3668-tactical-packagesupport-upgrade-trait-values/?p=28588

TACTICAL PACKAGEMobility             = <Weapons>                         <Modifiers>                           <entry key="HeroEquipmentEnergyUseRateModifier" value="0" />                           <entry key="HeroEquipmentEnergyRechargeDelayModifier" value="0.6592102" />                           <entry key="HeroEquipmentEnergyRechargeRateModifier" value="0.347915649" />                         </Modifiers>                       </Weapons>Shielding            = <Damage>                         <Modifiers>                           <entry key="ShieldStunDuration" value="6.00003052" />                           <entry key="ShieldRechargeRate" value="2.00204468" />                         </Modifiers>                       </Damage>Resupply             = <Weapons>                         <Apps resourceful="2" />                       </Weapons>AA Efficiency        = <Weapons>                         <Modifiers>                           <entry key="EquipmentEnergyUseRateModifier" value="0.50050354" />                           <entry key="EquipmentEnergyRechargeDelayModifier" value="1.00102234" />                           <entry key="EquipmentEnergyUseRechargeRateModifier" value="2.00204468" />                           <entry key="EquipmentInitialEnergyModifier" value="1.00102234" />                         </Modifiers>                       </Weapons>Grenadier            = <Weapons>                         <Apps grenadier="2" />                       </Weapons>Fast Track           = <Damage fastTrackArmor="2" /> (unconfirmed)Requisition          = <Ordnance allowReroll="1" /> (unconfirmed)Wheelman             = <Damage>                         <Modifiers>                           <entry key="WheelmanArmorVehicleStunTimeModifier" value="0.50050354" />                           <entry key="WheelmanArmorVehicleRechargeTimeModifier" value="1.50152588" />                           <entry key="WheelmanArmorVehicleEmpDisabledTimeModifier" value="0.6592102" />                         </Modifiers>                       </Damage>------------------------------------------------------------------------------------------------------------------------------SUPPORT UPGRADEAmmo                 = <Weapons>                         <Apps wellEquipped="2" />                       </Weapons>Dexterity            = <Weapons>                         <entry key="SwitchSpeedModifier" value="1.14750671" />                         <entry key="ReloadSpeedModifier" value="1.66023254" />                       </Weapons>            Sensor               = <Sensors>                         <entry key="MotionTrackerRange" value="60.0003052" />                       </Sensors>Awareness            = <Sensors>                         <MotionTracker usageWhileZoomed="2" />                       </Sensors>Explosives           = <Damage>                         <Modifiers>                           <entry key="ExplosiveDamageResistance" value="0.2502594" />                         </Modifiers>                       </Damage>                       <Weapons>                         <Modifiers>                           <entry key="ExplosiveAreaOfEffectRadiusModifier" value="1.25128174" />                         </Modifiers>                       </Weapons>            Ordnance Priority    = <Weapons>                         <Modifiers>                           <entry key="OrdnancePointsModifier" value="1.39776611" />                         </Modifiers>                       </Weapons>Recharge             = <Damage>                         <Modifiers>                           <entry key="ShieldStunDuration" value="4.999008" />                         </Modifiers>                       </Damage>Stability            = <Weapons>                         <Modifiers>                           <entry key="StabilityArmorModifier" value="0.50050354" />                         </Modifiers>                       </Weapons>Gunner               = <Weapons>                         <Modifiers>                           <entry key="GunnerArmorModifier" value="0.6592102" />                         </Modifiers>                       </Weapons>Stealth              = <Weapons>                         <Modifers>                           <entry key="AssassinationSpeedModifier" value="1.20245361" />                         </Modifiers>                       </Weapons>                       <Movement stealthy="2" />Nemesis              = <Sensors nemesis="1"> (unconfirmed)                         <Modifiers>                           <entry key="NemesisDuration" value="4.49848938" />                         </Modifiers>                       </Sensors>Drop Recon           = <Weapons>                         <Modifers>                           <entry key="DropReconWarningSeconds" value="12.000061" />                           <entry key="DropReconDistanceModifier" value="1.50152588" />                         </Modifiers>                       </Weapons>Old Drop Recon (cut) = <Weapons>                         <Modifers>                           <entry key="DropReconWarningSeconds" value="4.999008" />                           <entry key="DropReconDistanceModifier" value="1.20245361" />                         </Modifiers>                       </Weapons>
Edited by oVR
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That list I posted only accounts for traits relating to Armor mods, you will have to figure out the rest. Still need confirmation on Fast Track, Requisition, & Nemesis as well.

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There are also these 2 things which are interesting:

 

<Movement doubleJump="2">          <Usage autoMomentum="2" />

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There are also these 2 things which are interesting:

 

<Movement doubleJump="2">          <Usage autoMomentum="2" />

 

 

Trust me when I say this, it does not work, I've tried numerous times to figure out, so it does not work, 

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Trust me when I say this, it does not work, I've tried numerous times to figure out, so it does not work, 

 

 

Yeah I know :(

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I'm unsure of where this trait belongs...

.

<Ordnance allowReroll="1" />

.

 

Is there an Ordnance category among Damage, Weapons, Movement etc...  or does it fall within one of those?

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I'm unsure of where this trait belongs...

.

<Ordnance allowReroll="1" />
.

 

Is there an Ordnance category among Damage, Weapons, Movement etc...  or does it fall within one of those?

I think it might be a separate section within traits, but I'm not sure and I can't find a reference. Easiest way to figure it out would be to stick it in each possible spot and see what KSoft deletes I suppose.

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Have you guys tried using the switch that outputs everything to the XML output regardless of whether it has been modified or not?

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Have you guys tried using the switch that outputs everything to the XML output regardless of whether it has been modified or not?

 

?

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?

Haha you guys should read the ReadMe files in every release. :tongue:

 

switches: Optional. There are currently 8 switches, which are specified with a 0 (false) or 1 (true).

The 1st indicates whether or not the decoded variant xml should have its operations parsed by their names or by their (integer) DBIDs

The 2nd indicates whether operation parameters should have their names written (note: they won't be read when encoding)

The 3rd indicates whether operation parameters should have their kind/context written (note: they won't be read when encoding)

The 4th indicates whether we should 'try' to prepare a Reach MegaloScript for possible use in H4. Don't use me unless you know what's going on.

The 5th indicates whether or not the decoded variant xml should have enum/named-index values parsed by their names or by their raw integer values

The 6th indicates that embedded objects should have their IDs written (not useful to the common man)

The 7th indicates that objects shouldn't be embedded (not useful to the common man)

The 8th indicates that all values should be written to the XML output, even if the value is considered to be the 'default value' (eg, 0). This is largely unsupported and could possibly break encoding.

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Haha you guys should read the ReadMe files in every release. :tongue:

 

I read 08 & etc. I still do not know why ksoft.tool was programmed to not allow the fancy gamerbar over your head that I mistakenly called health slayer, that I did not see any problems with it. 

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Well it appears the trait belongs under Weapons, but I still can't get Requisition to work in-game via Base Player Traits.

I've tried values 1, 2, & 3, but they all failed.

 

Note: The trait wasn't deleted by KSoft upon encoding with those three values.

Edited by Pfeuff

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Yeah I know :(

You could make a fake one after thinking about it. When someone jumps, you can give the RandomForceUp when using a different button so it's like a small jump change. That way you could do triple jump. Problem is the button actions are host only if I remember correctly. And if there is even a remote way determining if a player is jumping or in air and etc. 

Edited by Cosmic lightning

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Have you guys tried using the switch that outputs everything to the XML output regardless of whether it has been modified or not?

You can use switch 8 to get at a more thorough list of traits, although there seems to be some variability as to how thorough. He's an example decompiled with that method; http://pastebin.com/CCiwfHis

I noticed it seemed to skip over some stuff, depending on what traits have values. I think it still leaves out values if there aren't any values within the same section (like <Weapons> or whatever) Edited by Gordon

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