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xsjados

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Making Armor Ability's one time use.

16 posts in this topic

Hello everyone I have 2 quick question... 

 

Is it possible to modify Armor Ability's in KSoft to be one time use and if so how? For example like H3 equipment's, basically trying to make the same thing with certain AA's on map as pick ups. Would be awesome for a game type I am working on if its possible.

 

Also does anyone know how to disable Assassination's animation? That way when you back smack someone its like traditional Halo 1-3, they just die instead of the whole new knife thing.

 

 

 

Thank you guys for all the help so far been really learning a lot with Ksoft

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1. Add this to Base Player Traits...

      <BaseTraits>
        <Weapons>
          <Modifiers>
            <entry key="EquipmentEnergyUseRechargeRateModifier" value="0" />
          </Modifiers>
        </Weapons>
      </BaseTraits>

then if you want to remove the AA from the player after it's been used, you will probably have to create a trigger with a timer that starts counting down (after a button has been pressed?), and when it reaches zero, remove it from the player.

Edited by Pfeuff

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I know I've seen people talking about doing the armor ability thing on here but for the life of me I can't find those threads now, lol!

 

I'm still learning all this so I'll leave detailed answers to more knowledgeable people, but just to be clear about what you're asking for regarding the armor ability question:

  1. Do you want the armor ability to go away entirely or do you just want the player not to be able to use it again (IE it never recharges)? If it's the "never recharge" thing then what Pfeuff suggested will do just that, though if you do it that way you wouldn't be able to pick up the same armor ability again to "refresh" it.
  2. If you want the armor ability to go away, when would you want armor abilities that the player can stop early (like Promethean Vision, Active Camo, etc) to disappear? That is, would you want the AA to disappear if the player uses it at all (even if they stop early), or do only want the ability to go away when the player uses it up entirely?
Edited by Ingulit

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I'm still learning all this so I'll leave detailed answers to more knowledgeable people, but just to be clear about what you're asking for regarding the armor ability question:

 

If you want the armor ability to go away, when would you want armor abilities that the player can stop early (like Promethean Vision, Active Camo, etc) to disappear? That is, would you want the AA to disappear if the player uses it at all (even if they stop early), or do only want the ability to go away when the player uses it up entirely?

 

 

 

I would like for the ability to go away once its been fully used.

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1. Create a Player Trait set and add this...

        <Traits>          <Weapons>            <Modifiers>              <entry key="EquipmentEnergyUseRechargeRateModifier" value="0" />            </Modifiers>          </Weapons>        </Traits>

then in a trigger, get the Armour Abilities host biped (player), and apply traits. If you want to remove the AA from the player after it's been used, then you will probably have to create another trigger, with a timer that starts counting down (after a button has been pressed?), and when it reaches zero, remove it from the player.

Thank you so much man that helps a lot! but about the last part to remove it after use "in a trigger, get the Armour Abilities host biped (player), and apply traits." and to remove  "create another trigger, with a timer that starts counting down (after a button has been pressed?), and when it reaches zero, remove it from the player". Could you explain this more or post and example how you set it up? Sorry im partly new to Ksoft and still haven't really tackled triggers yet, but this looks like a great opportunity to start  :smile:

 

Also would anyone happen to have the Value # list for all the Armor Ability's? Cant seem to find them anywhere.

 

 

Thanks again!!

Edited by xsjados

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With the part about deleting AAs from players after they have been used, you should take a look at some existing modded gametypes & reference files. Study them carefully, and you may be able to figure it out... or you may need a bit of help, but it's a good way to start learning anyway. You can find out more on gametype modding here as well.

Edited by Pfeuff

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For removing assassinations there is an "assassination immunity" trait in health that you could apply the everyone through base traits. Though I don't know what ksoft calls it.

 

That *should* remove the assassination animation but still allow backsmack.

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Ok, so you just need to do this in BaseTraits then...

 

      <BaseTraits>
        <Damage assassinationImmunity="2" />
        <Weapons>
          <Modifiers>
            <entry key="EquipmentEnergyUseRechargeRateModifier" value="0" />
          </Modifiers>
        </Weapons>
      </BaseTraits>
Edited by Pfeuff

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Awesome thank you guys so much for the help!!! Im gonna look at those game types and study them as well.

 

 

Thanks again!

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Actually, I just realized something... even if you apply:

 

"<Damage assassinationImmunity="2" />"

 

in the traits, this will disable the animations, but it will also make any kind of melee (without an Energy Sword, Grav Hammer or ball/flag) a two-hit kill on standard settings, so back smacks won't be an instant kill like they were back in Halo 3 and earlier. If you want assassinations "without the animations", then you will need to use:

 

"<entry key="AssassinationSpeedModifier" value="#" />"

 

and set the value to a high number, so the animations run through fast enough that they become unnoticeable.

Edited by Pfeuff

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Actually, I just realized something... even if you apply:

 

"<Damage assassinationImmunity="2" />"

 

in the traits, this will disable the animations, but it will also make any kind of melee (without an Energy Sword, Grav Hammer or ball/flag) a two-hit kill on standard settings, so back smacks won't be an instant kill like they were back in Halo 3 and earlier. If you want assassinations "without the animations", then you will need to use:

 

"<entry key="AssassinationSpeedModifier" value="#" />"

 

and set the value to a high number, so the animations run through fast enough that they become unnoticeable.

Yea I noticed that to when I was working with it. No worries though, just been adjusting the Assassination Speed and going from there. Now just working out how to delete the AA after its used.

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I've tried it Clay, but the one-hit kill back smack which xsjados desires wasn't happening for me (when Assassination Immunity was enabled). It was always a two-hit kill beat down, no matter what.

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Alright well beat downs are one hit, just sayin to maybe check your damage settings. Also if you get it working you can submit an assassination as a medal to a player to override the beat down.

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Can one of you guys show me how to make your own Game Type Category?

 

Example: Slayer, Capture The Flag ect.. 

 

 

Iv done it in Horizon but it seems to only allow me to make no more then one and also when ever someone try's to save it or I make changes to it in game it goes back to its original category.

Edited by xsjados

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