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AbandonedCashew

Modding
Progress with Invasion

77 posts in this topic

Pull this off, and you sir, will have my respect.

Is "Fireteams all together" Backfield spawning? If not, then it appears you left out one important function.

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In regards to weapon tuning:

Needler cannot be nerfed b/c the value of a supercombine kill cannot be changed, currently it is set to 7 needles IIRC

Also IMO the magnum is fine in H4 in comparison to the one from reach but I can help you with the tuning data if you insist on changing the weapon behavior.

For the DMR might I recommend just reducing it's RRR and making it zero bloom? This drastically reduces it's effectiveness over range b/c it requires more skill to land shots and from a distance of middle to base on Ragnarock, it takes 10 shots on average to take out a player.

I believe that if you take the time to change something about weapon behavior that it us better to fix it entirely than to revert it to a previously broken state.

Edited by oVR
AbandonedCashew likes this

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This is in regards to fireteams. I have read through all of Invasions xml to figure out how its done, exactly what is functional and what is not. Here is what is broken with fireteams:

Each player has their own fireteam off spawn.

Setting team models to Survival doesnt spawn you in on start.

The spawn camera will never spawn you.

But here is what I have done...

I have utilized the fact that you CAN set and get players fireteams, and I manually re-constructed a system that correctly assigns 2 players to a fireteam. I have done bro spawning by moving a player to their partner, and backfield spawning by moving them to a spawn zone for that phase, and their fireteam. The way you choose is determined by your loadout: Offensive loadout = partner spawn, Defensive loadout = res zone.

When this is all done and ready I will explain the genius method I came up with to assign players manually to each fireteam. The only reason "Fireteams all together" isnt green is because I havent tested it with more than 2 fireteams. Anyway, I really just used the only usable part of fireteams, disabled the rest, and manually patched it into functionality with extra code.

Gabotron ES likes this

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Did you manage to get spawn cameras to work, as in you can actually manipulate the camera till you spawn.

Edited by Gabotron ES

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Did you manage to get spawn cameras to work, as in you can actually manipulate the camera till you spawn.

Yes. But when you get there, it will never spawn you, it will just sit at zero while you wait to respawn.

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Yes. But when you get there, it will never spawn you, it will just sit at zero while you wait to respawn.

I guess you could manually spawn the player biped in some way.

 

I was trying to replicate Invasion some months ago but decided to abandon it since I thought it was going to be impossible to get a worthy succesor to what I think is Reach's best gametype, seeing how much effort you have put into replicating the functionalities is pretty awesome.

 

I'd also recommend you to have customizable player traits sets for Attackers and Defenders.

 

Also, EVERYBODY should read this

Edited by Gabotron ES
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Alright update:

 

I now have a very stable system of fireteam spawning. Fireteams are completely functional as far as being set. As stated before, spawning on your fireteam partner or on a spawn zone is determined by your loadout (offensive/defensive). Phase 1 humans will be locked on spawning at spawn zones, even though they have sprint. Attempting to spawn on a fireteam partner while they are dead will put you on a spawn zone, and if you don't have a fireteam partner (odd teams) then you will also spawn on a zone. To conclude, spawning is un-breakable.

oVR likes this

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Great stuff, man. I only hope there's enough interest for the community to support maps for the mode this late in the game.

Thank you, and yes, that is the one reason I wish I started earlier... but I still feel that there will be custom's hype about this.

TAxxOUTBR3AKxx likes this

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Maybe abandoned if you really want some people excited throw something fun in on a slayer game-type similar to this game-type & give it to oiah for a teaser  preview. About two vids from him will get a lot of hype for your newest game-type when about finished. 

 

Pretty much like throwing a bone for dog type deal. Just an idea to get full force downloads. ;)

AbandonedCashew and oVR like this

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Think about it this way. This is the last Halo for 360. The install base is already so high. Many people will not be adopting next gen consoles so Halo 4 will be what those people will stick to.

With mods like this, Halo 4 can be the definitive Xbox 360 Halo experience. I think that alone will leave enough of a mark on the community.

Also consider the bigger picture: this is the ONLY game where modders can have such an impact. It changes the landscape for the mod scene on consoles and hopefully can change Microsoft's stance on mods alltogether.

Halo 5 can become the Little Big Planet of shooters if we can show 343 that there are people out there than can handle coding/scripting with the ultimate hope being support for these community creations and ideally, the release of some officiail megalo scripting tool.

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Halo 5 can become the Little Big Planet of shooters if we can show 343 that there are people out there than can handle coding/scripting with the ultimate hope being support for these community creations and ideally, the release of some officiail megalo scripting tool.

That would be nice but you know it'll never happen. B/C I'm certain they are trying to use megalo for the new halo games on the new console. 

Edited by Cosmic lightning

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Okay I am nearing completion of the objectives, I am going to be looking into invasion sounds so see if ANY work... I have quite a few neat features to add in whenever, and I have a good amount of custom icons for the objectives. Once I finish the phase 1 objectives, it will only be a short time before I can apply them to all three phases and test it. I just want to be sure that I am completely done with them before I copy-a-patsa them to the other 2 phases.

TAxxOUTBR3AKxx likes this

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I think you will run into some problems trying to replicate Evade. I have tried doing this on my current project with Thruster Pack, using a custom trait set to double the equipment initial energy, but the meter will not read fully charged after pickup, and the ability requires one use before it can be used multiple times per charge.

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I think you will run into some problems trying to replicate Evade. I have tried doing this on my current project with Thruster Pack, using a custom trait set to double the equipment initial energy, but the meter will not read fully charged after pickup, and the ability requires one use before it can be used multiple times per charge.

Yeah I simply could not for the love of megalo get the thruster to use less than a full charge per use.

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Couldn't you adjust the Energy Use Modifier to 0.50 so a Thruster would technically use half the energy, thus allowing 2 thrusters per full charge? I understand it affects ALL players, but if it works, I'm sure you could just do a check on a person's AA and if they have Thruster Pack to adjust their Energy Use Modifier to 0.50 so other player's don't get affected if they have other AA's.

Edited by TAxxOUTBR3AKxx

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Setting the "EnergyUseRateModifier" to 0.50 on Thruster Pack doesn't work, it will still use 100% energy regardless.

Edited by Pfeuff

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Yeah i know exactly how to do it, same with turning the hardlight shield into armor lock(but that works lol), its the fact that you can set the energy use modifier to 0% and it still uses the full charge.

Edited by AbandonedCashew

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Hmmm, maybe there's a way to circumvent it?

------>Check if player has Thruster
----------->If Yes, assign a Timer to the player of 3-5 seconds (whatever the recharge time was in Reach)

----------->Check if player uses Thruster Pack

----------->If he does, start counting down the timer

----------->Automatically refill the AA energy instantly (allows 2nd usage)

----------->Check if Thruster pack is used a 2nd time (possibly assigning a numeric to the player?)
----------->Check if timer is still active. If so, cancel out the Auto-refill.

I can't think of a way to immediately put this into a proper action and condition list, but I assume you could probably use numerics to keep track of the usage of Thrusters to dictate if an auto-fill of the AA energy should happen or not, based on the AA energy refill timer happening in between thrusts. (Using 1 thruster and waiting 5 seconds to use 2 more). Idk, just an idea.

Cosmic lightning likes this

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