Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
Welcome to Xbox Chaos: Modding Evolved

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

Sign in to follow this  
Followers 0
Ingulit

Modding
Some Misc Gametype/Scripting Questions

43 posts in this topic

 

I figured it out, I forgot some tags in the traits and KSoft was ignoring them (not multiplying like I'd thought, just not working at all lol).

 

My next question is rather different:

  • I've been doing some modding for a gametype that my friends and I play, and in it we use non-standard movement traits (jump height, gravity, etc.) because we're trying to emulate Reach's physics. My friend does a lot of forging and wants to be able to use these traits in forge; is there any way to do that? The only decoded Basic Editing I've found doesn't compile with KSoft, and even if it did I don't know if that would enable use to use those traits or not.

 

 

I'm not so sure this can be done, but maybe... it would be difficult though.

Share this post


Link to post
Share on other sites

I'm not so sure this can be done, but maybe... it would be difficult though.

 

You can make a hill that applies traits in forge, it is really simple really. Just remember it takes use of the MAX of 16 traits. In my evolved slayer you can set the 3 traits to whatever you want as if they were normal traits, but to do .01 gravity or something, you would need to edit the traits in horizon or ksoft.tool. You can set it up however you would like though, just make sure you have these things. 

 

Filters(=labels)

Playertraits

Trigger with code to use them. 

 

But meh, I'll also do a pastebin of the code I have. It has another code in there that i'm certain people would like I was thinking of doing a tut on thanks to Zerker24 helping me with it.  

 

I did not do any comments as it confused me, i tried but I always messed up explaining things. lol. Thing I did do was try to make as easy as possible to read and understand by organizing things. 

Share this post


Link to post
Share on other sites

*snip*

Cosmic he is talking about forge, not custom games. Forge variants only run incident triggers, and it is still very sketchy. This cannot be done.

Pfeuff likes this

Share this post


Link to post
Share on other sites

Cosmic he is talking about forge, not custom games. Forge variants only run incident triggers, and it is still very sketchy. This cannot be done.

 

Well of course it is sketchy, I helped find it with 7ime, and me and Zerker24 tried to figure everything I had ever done to make the invincibe mod to stick in File-share like I did with party night forge slayer. Lets just say we never did, it was originally me and caboose that did this, so something he did made it stick. I'm not exactly sure what he did, I had asked him to make a game-type for me with these settings using lord zedd's game-type saver on his jtag/rgh console and send it back to me so I could put it in a slayer variant via hex editing apparently changing some hex values. I changed the two to make it a slayer variant. Everytime I save it, it stay's in slayer. Problem is I tried it with Matt's Game-Type he created and could not get it to work with Zerker24's help doing the same thing. He never worked, he drove us insane so we just left.

 

But now I know what he is wanting to do, I can sadly say you can't change the player-traits as it has to be on spawn and sense forge is only using incident's I'm sure it might be plausible, I've tried and never worked but someone else could try. 

Edited by Cosmic lightning

Share this post


Link to post
Share on other sites

I actually got it to work by setting the base traits to the traits I wanted and then removing all the triggers and adding the sandbox code. The gametype is not easily sharable since if you download it via a replay file the traits don't work for some reason, but I got my friend to copy the gametype using Horizon and it's working pretty well. I'll probably make a version soon that uses the teleporter_used incident to apply traits since from what I gather that will work (?).

 

Different questions:

  • Engine options. What is what? I know disabling 1 disables teams and disabling 658 disables objective ordinance, but what do all the others mean? I can't find a good list. EDIT: Found a list
  • Can one loop through all the objects in a game at the start and apply a filter to all objects of a certain type? I want to do this with teleporters so that I can loop through all the teleporters using a filter (as oppose to looping through every object, which for speed's sake I'm trying to avoid) without requiring the player to apply the filters in Forge.
Edited by Ingulit

Share this post


Link to post
Share on other sites

Double posting because this question is currently stopping me from being able to progress:

  • How do you hide the player's weapon? By hide, I mean they still have it, but it's invisible.

I'm trying to get rid of the blue streak that appears between teleporters when someone with a ball takes a teleporter. To do that, I'm trying to do the following:

 

IF player has oddball

   Unhide the ball

   IF player is within boundary of a teleporter_send or teleporter_2way

       Hide the ball

 

To hide the ball, I'm trying to both hide the player's weapon (using PlayerGetWeapon) and the oddball (which in the oddball gametype is that player's object0) using ObjectHide, but it's not working because the oddball never disappears.

 

As a sanity check I even tried just hiding every player's weapon using ObjectHide, but that didn't work either... Is it not possible to hide weapons a player is holding? (I hope that's not the case, haha!)

Edited by Ingulit

Share this post


Link to post
Share on other sites

The only way I could think of doing this is making the player's biped invisible only when they are going through the teleporter. That should completely hide the player and anything attached to them. Make sure you are doing this in the local trigger by the way.

Ingulit likes this

Share this post


Link to post
Share on other sites

Thank you, as what you suggested ALMOST worked, but unfortunately it's looking like this is going to be a lot harder than I thought. Hiding the player's biped did hide nearly everything like you said (the player, the AA, and even the ball's model), but unfortunately (even though everything else is hidden!) the ball's blue streak--the stupid thing that's causing the teleporter problem in the first place--is still there. 3702070257.gif

 

I'm going to have to figure out another way to get the streak to disappear, though to be honest I'm not sure what to try next now that I know hiding doesn't work.

 

I'm going to keep trying to fix this, and any ideas on things to try would be immensely helpful.

Edited by Ingulit

Share this post


Link to post
Share on other sites

Thank you, as what you suggested ALMOST worked, but unfortunately it's looking like this is going to be a lot harder than I thought. Hiding the player's biped did hide nearly everything like you said (the player, the AA, and even the ball's model), but unfortunately (even though everything else is hidden!) the ball's blue streak--the stupid thing that's causing the teleporter problem in the first place--is still there. 3702070257.gif

 

I'm going to have to figure out another way to get the streak to disappear, though to be honest I'm not sure what to try next now that I know hiding doesn't work.

 

I'm going to keep trying to fix this, and any ideas on things to try would be immensely helpful.

 

Like I said, when using object hide or object attach/detach, you have to hit start new round unfortunately as I've tried using all other methods, even incident spawn in local trigger did not hide things for me, like your problem. Glad you got the playertraits to work though. I just know someone was wanting a forge that would spawn in weapons, and I did that. Saved forge map and changed game-type, nothing stayed. So if that is your attempt, it won't work. sorry. ;( I kind of was hoping it would so I could have the map's colors on teams the way I would want them to be. and Also we all know it is hard to move. It requires a jtag/rgh to even make it almost stick in fileshare, but that still did not work when Zerker24 and I tried to get it to stick.

Edited by Cosmic lightning

Share this post


Link to post
Share on other sites

Thank you, as what you suggested ALMOST worked, but unfortunately it's looking like this is going to be a lot harder than I thought. Hiding the player's biped did hide nearly everything like you said (the player, the AA, and even the ball's model), but unfortunately (even though everything else is hidden!) the ball's blue streak--the stupid thing that's causing the teleporter problem in the first place--is still there. 3702070257.gif

 

I'm going to have to figure out another way to get the streak to disappear, though to be honest I'm not sure what to try next now that I know hiding doesn't work.

 

I'm going to keep trying to fix this, and any ideas on things to try would be immensely helpful.

Alright well check if the player in the teleporter has a ball, and if so, mark them in some lasting way (numeric, global player, etc), and delete their ball. Then check if they aren't in the teleporter and have been marked, and give them a ball back.

Share this post


Link to post
Share on other sites

Simple question:

  • I want to use Assembly to open a .map file to see the default weapon tuning values, but I don't have a modded XBox to get .map files. How should I proceed?

If I need to be PMed the answer that's cool

Share this post


Link to post
Share on other sites
Onebarrel / Twobarrels

value0 = Rounds Per-Second lower

value1 = Rounds Per-Second upper

value2 = Spin-Up Acceleration Time

value3 = Spin-Up Deceleration Time

value4 = Shots Per Trigger-Pull lower

value5 = Shots Per Trigger-Pull upper

value6 = Fire Recovery Time

value7 = Soft Recovery Time

value8 = Bloom Reset Speed

value9 = Damage Error Lower

value10 = Damage Error Upper

value11 = 

value12 = 

value13 = 

value14 = Error angle

value15 = Base Bloom

value16 = Bloom Increase Rate

value17 = Heat Generated Per Fire

value18 = Charge Percentage Subtraction

value19 = Area of Effect Radius?

value20 = Damage Lower

value21 = Damage Upper min

value22 = Damage Upper max

value23 = Projectile Damage Range lower

value24 = Projectile Damage Range upper

value25 = Buckshot Accuracy

value26 = Buckshot Spread

 

OneBarrelWeapons / TwoBarrelWeapons

value0 = Heat Recovery Threshold

value1 = Overheat Threshold

value2 = Heat Loss Per Second

value3 = Heat Illumination

value4 = Overheated Heat Loss Per Second

value5 = Red-Reticule Angle

value6 = Red-Reticule Far

value7 = Red-Reticule Near

value8 = Red-Reticule Minimum

value9 = Magnetism angle

value10 = Magnetism long

value11 = Magnetism short

value12 = Magnetism minimum

value13 = Deviation Angle?

 

Thanks Zedd

Share this post


Link to post
Share on other sites

Thank you, but I've seen Zedd's list and have been using it extensively to do weapon tuning; what I'm hoping to do is use Assembly to find out what the default values each gun uses for those values (like, what is the heat loss per second of the Storm Rifle, those sorts of things). In Zedd's post he mentioned the locations of these values in looking for in Assembly, but I don't have a .map to open to check these sorts of things and I can't find out how to get them without a modded Xbox.

Share this post


Link to post
Share on other sites

I found where to get a .map file, and now I've gotten most of the base values I needed! I've got some questions about the tuning values:

  • Could someone explain Damage Lower Bound / Damage Upper Bound (min) / Damage Upper Bound (max)? Specifically, why is there both a "Lower Bound" and "Upper Bound (min)" rather than just one minimum value?
  • Are the Damage ???? Bound values tied to Air Damage Range? I've been trying to modify these values to make certain guns not do damage at extreme ranges but that never seems to work.
  • What are Projectile Distribution Angle and Deviation Angle?
  • What does Damage Error do?
  • What is "Soft" Recovery Time? I figured out Fire Recovery Time, but I can't tell what changing Soft does.
  • Do certain values that have both a "min" and a "max" need to be the same values? Specifically: Rounds Per Second, Shots Per Fire, Damage Error, Dynamic Turning Speed, Damage Upper, etc.

Then I had some non-tuning questions:

  • Can one detect whether or not "Friendly Fire" is enabled in a script? I'm using scripting to enable players to kill nearby players (via calling ObjectKillInstantly on their bipeds if they are within a radius) and I want the script to not kill players on the same team if Friendly Fire is disabled. I know I can essentially achieve this using UDOs but that isn't as clean a solution as I'd hope.
  • Can you apply Base Traits to a player? In my scripts I want to apply some traits temporarily and then remove those traits by applying the Base Traits to override them. I think I solved this one (I now understand you have to replace the traits every tick, else they stop taking effect)
Edited by Ingulit

Share this post


Link to post
Share on other sites

I guess I asked too many questions at once, haha! I'll just ask one then:

  • Can you make a moving player halt in place? Put another way, can you remove all momentum from a player using scripts?

I'm trying to modify Thruster Pack to cause the player to stop moving after the dash is over (rather than continuing on in the direction one dashed), but just applying player traits with Speed = 0.0 doesn't remove the momentum like I'd hoped it would.

Share this post


Link to post
Share on other sites

Try attaching the player to something on their location, or just copy their position to it if that works.

I will definitely do this, thank you! As soon as I get the chance I'll see/post if these work :D

 

I did have two other questions:

  • Can you "reload" a player's gun (that is, make the gun fully loaded without playing the reload animation) using scripts? I'm trying to make a player's gun get reloaded when they use their armor ability, such that once the armor ability is done their gun is full. My gametype has infinite ammo, so subtracting remaining ammo isn't a concern.
  • Can you make a gun do no (or even just less) damage at range? If so, what would the appropriate tuning values be to make that work? I've been trying to mess with the tuning parameters that I would have thought would accomplish this but they never seem to work :\

Share this post


Link to post
Share on other sites

Check their weapon, comparing it with each possibility, and doing BipedDropWeapon then BipedGiveWeapon (add) their gun back.

Well you can always just get creative with checking the distance between players...

Share this post


Link to post
Share on other sites
Sign in to follow this  
Followers 0