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.

Weesee

Modding
Decoding Mythic Slayer (KSoft Issue)

4 posts in this topic

I've been able to decode various gametypes to XML files, but whenever I do a gametype like Mythic Slayer or Mythic Infection, it gives an error: 

#0 is not a valid Player.Object variable index

What does this mean, and how can I fix it? The variants won't show up when trying to load them directly with z-scriptor, despite the fact I extracted them the same way as the other variants.

For the sake of detail, the command box also shows a list of what I presume is half-decoded XML with a bunch of question marks in lines. I am also using KSoft 5040.43099, using the batch files to decode (more reliable than z-scriptor, but it still works as an editor).

Share this post


Link to post
Share on other sites

You need to enable the 5th switch in ksoft. so it would look like this: 

Quote

KSoft.Tool.exe -env=blam -tool=gvar -mode=decode -game=HaloReach "-path=%~1" "-name=%~n1" "-out=%~dp1\" -switches=10001
PAUSE

 

Share this post


Link to post
Share on other sites

I have finally found the cause of the bug. 7ime never added ObjectObject0 to the Object variables section of the gametype. To fix this decode the gametype with the method posted above then scroll down to:

Quote

    <ObjectVariables>

Then add the following code

Quote

      <Objects>
        <Var name="ObjectObject0" />
      </Objects>

Additionally I discovered you can set a network state to these variables so you can keep track of megalo objects after host migration. example:

Quote

      <Objects>
        <Var networkState="HighPriority" name="ObjectObject0" />
      </Objects>

Currently 7ime deletes all megalo objects after host migration because all megalo objects would be forgotten by the objects that created them thus creating the object again. Using a high priority network state allows the game to properly remember these objects avoiding the need to delete them after host migration.

Edited by memepolice123

Share this post


Link to post
Share on other sites

Also you need to do the same for player object variables. Scroll down to

Quote

    <PlayerVariables>

Then add the following code:

Quote

      <Objects>
        <Var name="PlayerObject0" />
      </Objects>

 

Edited by memepolice123

Share this post


Link to post
Share on other sites