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sjmillo

General
H2/H3/H3Odst Script release?

18 posts in this topic

Why do we have blam script for Halo reach and not for the other games. I'm trying to see if gamecheat13 is planning to release his blam script editor that he pretends not to have. I'm dying to test some scripts on Halo 3 that I've had experienced with. Halo CE and other halos have almost the same Script language.

Edited by sjmillo

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Assembly can view H3 and ODST scripts just fine. There also aren't any script editors for 360. It's all done manually.

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Tbh I wouldn't heavily rely on GameCheat13 for anything anymore. Not after the whole thing with blackmailing MS. I'm all for mods and stuff and checking out scripts of older Halo games, but he went too far.

 

Also, what Lord Zedd said.

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Rely on no one for anything. (Or raid arrays for that matter)

 

You can actually mess about with scripts in assembly, its just awkward to do. In halo 3 use narrows' default scripts as a basis and go from there. 

 

Edit: hasn't everyone just F'ed off to modding HO anyways? 

Edit2: Oh and uhh, you can do some nefarious jazz if you are crazy enough to poke changes to scripts, you can do some really nefarious jazz that i'm not too sure I'm allowed to discuss here. (Idiots that still go on LIVE etc)

Edited by Akarias

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2 hours ago, Akarias said:

Rely on no one for anything. (Or raid arrays for that matter)

 

You can actually mess about with scripts in assembly, its just awkward to do. In halo 3 use narrows' default scripts as a basis and go from there. 

 

Edit: hasn't everyone just F'ed off to modding HO anyways? 

Edit2: Oh and uhh, you can do some nefarious jazz if you are crazy enough to poke changes to scripts, you can do some really nefarious jazz that i'm not too sure I'm allowed to discuss here. (Idiots that still go on LIVE etc)

you can't save changes to scripts in Assembly.

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11 hours ago, Lord Zedd said:

Assembly can view H3 and ODST scripts just fine. There also aren't any script editors for 360. It's all done manually.

how do you do them manually? like how do you import it to Assembly to test it?

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12 hours ago, Captain Deci said:

Tbh I wouldn't heavily rely on GameCheat13 for anything anymore. Not after the whole thing with blackmailing MS. I'm all for mods and stuff and checking out scripts of older Halo games, but he went too far.

 

Also, what Lord Zedd said.

That hasn't haulted anything, no legal action came of it. 

Also for the last time I dont have a script compiler.

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4 hours ago, Gamecheat13 said:

Also for the last time I dont have a script compiler.

Don't suppose you've had debug_teleport_player working at all? object_destroy does not seem to work either. 

Edit: whoops, meant Valhalla rather than narrows. It's empty, less of a cluster F'. 

Edited by Akarias

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11 hours ago, sjmillo said:

how do you do them manually? like how do you import it to Assembly to test it?

You have to navigate the Script Expressions block in scnr and change scripts that way.

 

7 hours ago, Akarias said:

Don't suppose you've had debug_teleport_player working at all? object_destroy does not seem to work either. 

Edit: whoops, meant Valhalla rather than narrows. It's empty, less of a cluster F'. 

debug/cheat scripts are dummied out and do nothing.

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7 hours ago, Lord Zedd said:

debug/cheat scripts are dummied out and do nothing.

Looks like that is my next target then, unless the functions were completely removed from the retail xex.

Been trying to make a toggle bridge on sandtrap by teleporting a crate object back and forth. 

Edited by Akarias

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On 7/2/2017 at 10:06 AM, Gamecheat13 said:

That hasn't haulted anything, no legal action came of it. 

 

Well I would consider yourself lucky then. MS has really powerful lawyers. Its not smart to hold an ultimatum to blackmail a software giant that's billions of dollars richer than any of us.

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On 7/4/2017 at 9:10 PM, Captain Deci said:

Well I would consider yourself lucky then. MS has really powerful lawyers. Its not smart to hold an ultimatum to blackmail a software giant that's billions of dollars richer than any of us.

I wish a nigga would.

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How on earth do I get the correct String Address for a particular string  within the "Script Strings" area? How does one map the string address from and expression and so forth?  Nevermind, some common sense helps here, lol. just count from the beginning of the script strings and you get your goodies.

 

I'm trying to get my head around where the script index is throwing me, the result is always "65535" as the next index. Is it actually taking me to the end of a script or something?

 

Edit: I've actually been compiling halo 2 vista scripts and inspecting the expressions manually to see the results in an attempt to get understanding of the values, yes I have been looking at cornmans documents on OPcodes. Moving complete scripts from one map to another is not much of a hassle either, just match the string sizes and expression totals and copy the blocks manually in a hex editor. You could probs even make a reach MP map function as a firefight map if you are willing to change all the relative locations.  

Edit 2: Righttttt, so each entry is a single item within the script, be it a function or argument every single bit n bob has its own expression.

Edit 3: Been at this for about 7 hoursish, mind throwing me an isolated example script on its own? I keep getting lost among other scripts. 

 

Edited by Akarias

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On 7/2/2017 at 0:03 AM, Captain Deci said:

Tbh I wouldn't heavily rely on GameCheat13 for anything anymore. Not after the whole thing with blackmailing MS. I'm all for mods and stuff and checking out scripts of older Halo games, but he went too far.

 

Also, what Lord Zedd said.

well ive missed out on alot.......(After reading up on it) power-rangers-facepalm-space-delimited-d

Edited by lordcrusnik

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On 03/07/2017 at 5:20 AM, Lord Zedd said:

debug/cheat scripts are dummied out and do nothing.

Now do tell, if the original op codes were dumped for the Xex... Cant we jump to them in the Xex and set null to false? Thought I'd ask before I waste any time on it. 

In the meantime I've been reading through how assembly "decompiles" scripts, spent a couple of hours today and setup the txtScript box to write back valid true/false statements. Learnt a few things about data streams too. Should I carry on butchering up the spaghetti code or? Oh and uhh stoped assembly from taking a dump when the script generator runs into garbage data: EG spaghetti expression edits. F' that noise when trying to learn to do it manually.

If anyone is interested in getting pointed in the right direction  /  needs a hand, PM me. ;)

Edited by Akarias

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23 hours ago, Akarias said:

Now do tell, if the original op codes were dumped for the Xex... Cant we jump to them in the Xex and set null to false? Thought I'd ask before I waste any time on it.

The functions they run don't exist and instead point to "do nothing" functions. Anything there would have to be remade from scratch. Kornman made the original script xmls so I don't know exactly how he gauged the "null" option in them but I assume he just kept a list and any repeat function pointers were deemed useless.

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12 hours ago, Lord Zedd said:

The functions they run don't exist and instead point to "do nothing" functions. Anything there would have to be remade from scratch. Kornman made the original script xmls so I don't know exactly how he gauged the "null" option in them but I assume he just kept a list and any repeat function pointers were deemed useless.

Alright, I'm going to do some digging and see if I can make these functions that no longer exist to instead do something that already exists and go from there. OpenSauce on third gen anyone? Heheh.

Edit: Unless corn already looked at that and said "Cant be done", I could be wasting my time.

Edited by Akarias
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