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Featured Entries

  • Lord Zedd

    Update For March 8, 2015

    By Lord Zedd

    The latest plugin update under Assembly's Updater has been pushed. It should be available shortly on both update channels. The Github Commit can be found at: https://github.com/XboxChaos/Assembly/commit/6669bd23a87a5cea3754af445a2b6ca74cf9941d The changelog for this update is as follows: updated rmt2 and standardized better
    fixed up h2 bsdt and standardized the others
    fixed string size in reach sbsp
    fixed bit names
    named new mode ik block in reach+ animations
    named ai melee damage in reach+ units
    added the swarm and transformation blocks to odst char
    renamed transformation block to morph in h3/odst char
    added jmrq plugin for odst (ur welcome gamecheat)
    fixed and named boarding properties in char
    named extra targets block in odst hlmt
    fixed error on h3 scnr
    added missing block in h3/odst jmad
    named editor folder indexes in scnr
    other small char edits/additions
    named script values for h4 vignettes
    fixed objective conditions block in scnr
    small edit to odst+ squads
    fixed phantom types enums in phmo
    standardized and mapped pphy
    updated naming in metagame globals in matg
    updated all lsnd
    updated all snde
    updated and standardized drdf, and by extension csdt and rmbl
    fix typos in h3/odst goof
    added enums to h3b, reach beta, reach, and h4 sily/goof
    fixed big issue in reach beta impo
    A healthy-sized list this time around. Some changes came about while working on Outbreak. You will notice bitfield bits in reach are now named "Bit #" instead of just "#" which had been bugging me for quite some time. A semi-important fix is that the Boarding Properties in CHAR tags is named and properly sized. Injected AI should now be able to board you if the animations are all good. There was also a critical typo in ReachBeta's IMPO that caused freezing on injected objects. Perhaps the biggest change is that now most SILY/GOOF parameters have been named and put into an enum. Previously only Halo 3/ODST only had them set up. Along with names the enum includes the value type the xex expects from each SILY parameter.
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Our community blogs

  1. Thunder
    Latest Entry

    By Thunder,

    It's been quite a while since we have had a game night. Some of us have been quite busy with megalo recently. So, let's have a megalo based game night on Xbox LIVE.

    In order to register for this event, simply PMThunder your gamertag. We will send you an invite when we are ready to begin. There is a minimum post count of 5 to attend this event!

    The game night will begin around 8 PM CDT on August 3rd. Please be ready about 10 minutes beforehand so you can receive your invite.

    We look forward to seeing you there!

    This event has been canceled due to low interest.

  2. Halo_3_Logo.png

    For a little while now, I've been doing some work on a tag set that I might use in custom maps for Halo 3. Right now I've hit a brick wall with custom bitmap injection but that's probably my own fault since it's not corrupted, it's just EXACTLY THE SAME AS BEFORE.

    Anyways, to lighten my mood, here are some highlights of the things I've been up to. This will be added to when my neighbour decides he wants to return my RGH.

    First off, a lovely screenshot of Assembly!

    31 nodes to go.png

    Cross game injection is a pain in the a** and I hate it when it goes wrong, or takes as long as this did. I spent HOURS manually editing each node for the NMPD Officer's HLMT, which still didn't work afterwards! I'll fix it when I have the patience for it, it's probably not the nodes but something else that I'm just completely missing.

    Next up, we have two videos to brighten your day!

    This is where the majority of the work has been going, I'm very adamant on creating a massive load of weapons, some are original ideas, some draw ideas from CMT's SPV3 and TSCE mods, and others are made to be reminiscent of other Halo games. Or in the case of the suppressed SMG, just straight up injected in from ODST.

    The first video is of an earlier, not as well working set of weapons. I stupidly thought that I could achieve a Brute Plasma Pistol like that seen in SPV3 by just duping the Shotgun, swapping the models and the projectiles. The idea was that it would hopefully spray out Plasma Pistol projectiles in the same way the Shotgun does with it's projectiles. I was so wrong. As well as this, the Auto Carbine wasn't actually auto yet and to top it all off, my Plasma Launcher wasn't launching anything. Just, kind of dropping everything instead.

    The second video is one that I showcased in a thread I made asking for ideas for custom weapons, where someone gave me the idea of a deployable human auto turret. If my mind serves me correctly, the idea would have been reminiscent of the deployable machine gun turret in the COD games, BO2 comes straight to mind. I thought it was an interesting idea but I got tied up making a personal mod to have fun with on my birthday, so I've not done any research into getting that working as such yet. The video shows off the Halo CE Magnum, Silenced SMG, Plasma Launcher, Auto Carbine, DMR, Crowbar, Halo CE Assault Rifle and the Auto Battle Rifle. Also a few different screen effects, which are nice. I'm planning on doing a few more of them, they're super easy to do and I like it. 

    That'll be it for now. I'll update this when I've done more stuff.

    Thanks for reading

    - L337H4X0RZZ

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    Recent Entries

    PLEASE NOTE:

     

    Well chaos is pretty dead, after spending the last two weeks doing; to quote "Smashing my face into the screen" I've worked out the script layout and how the data within expressions links to other expressions and so forth. 

    I'm just a bit salty that for years no one has said fuck all.

    No explaining the data layout. No Explaining how expressions reference other expressions.

    I'm pretty fucking mad. This information has been here the whole time, just kept inside peoples heads and on their machines.

     

    This is not a tutorial or a rant, it's a blog. ;)

    Dumping these random scripts  into any map will not work.

    (Unless you pump them through Blam3 Hammer, it will generate a prop expression for you)

    Please take the time to familiarise yourself with the method behind manual script editing

    (Go stare at the expressions block for 2 weeks like I did.)

     

    WORKING ON:

    • Something to make everyone's life easy. (Eventually, unless zedd or someone from discord beats me to it :P)

    Well hello there, came for some example scripts have we? You'll find any useful scripts that I make here and maybe even instructions on how to use/implement them.

    I'll do my best to make some sense of this, it's really not that bad; Just tedious. You can actually poke script data so long as you don't change around memory address, then poke something like 0x8296B01F 1 Byte on Halo 3 to restart the scenario. All scenario changes do not apply without forcing a scenario restart.

     

    Op Codes spreadsheet: Google Docs

     

    ^^^Warning filler content below^^^

    https://youtu.be/4Aj8cwZQSUM

    Forge_Halo, making script player0 into a startup gravity edit. Nice and basic but shows the editing process after initial script setup. Haven't even bothered testing this so... Note the first two entries don't(?) contain important information other than a repeat of the scripts block, something like that. Photoshop keeps taking a shite on my desktop so have OBS footage.

    Bits & Bobs:

    ALLWAYS MAKE EXPRESSION INDEX 0 JUST SOME RANDOM VALUE, EG A BOOL WITH TRUE. This means when you create a new script, without ANY changes at all it wont cause assembly to flip its shit out about an invalid expression type when you preview the new script header. EG:

    CdWVMX.pngoP2qkA.png.

    So much more forgiving for when you first start.

    For true or false values, EG Globals:

    BOOL, set VALUE03    16777215 = FALSE = Int8 ExampleD
                                           33554431 = TRUE = Int8 ExampleA

    VALUE00 & VALUE03 are identical most of the time but are displayed differently. If you think its garbage data do "view as" and compare the relevant values.

    dhHbQQ.pngExpression indexes have a raw byte length of 0x18. (24decimal)

    With this you can clearly see that there are 4 INVALID expressions: 0,1,2,3. We have the fourth selected and it contains valid bytes, you can use this copy entire scripts into other maps but of course you will need to fix the passThrough voids, index pointers and strings for them to be valid but that beats making it all from scratch. Try creating your own auto turrets by copying the snowbound auto turret script, creating the relevant "object names" & "trigger volumes".    

     

    All functions with null="true" will still quote en quote compile, but wont actually do anything. This is dictated in the games .xex and we may be able to re-enable some functionality if the data for those functions still exists. I've only had a brief look into this.

     

    GOTO 8203F0C8 ON TU for script HEADER data list

     

     

    Oh shit whats this. When no one else will do it, do it yourself lads.

    dTD99S.png

    SCRIPTS LIST:

    • [Link] Placeholder

     

    Go learn Halo CE scripting.

    [Link] Scripting Guide by TCK

    [Link] Kornman's BSL Bible

    [Link] CE Script

     

     

     

     

     

     

     

     

     

     

     

     

     

  3. The latest plugin update under Assembly's Updater has been pushed. It should be available shortly on both update channels.

    The Github Commit can be found at: https://github.com/XboxChaos/Assembly/commit/1e040773a25d94cd2e72806d3a31fcb00a778c9c

    The changelog for this update is as follows:

    • changed h3 flags value in MP properties to 16 bit
    • added blocks to h3b equipment
    • added forced death dialogue enum to reach+ jpt
    • named text flag in odst chdt
    • changed naming of resource types in zone zonesets
    • fixed an enum value in h3-ish sily
    • named location string in reach+ scnr placements
    • named node positioning in scnr placements
    • named animation values in chdt
    • changed hidden enum in reach+ scnr sandbox to a flag
    • named firefight bit in reach+ squads
    • changed pmcg enums to flags
    • added new flag in pre-h4 ligh (lehvak)
    • fixed error in h4 hlmt
    • updated end of zone with new research
    • updated reach jmad with old inheritance block
    • removed testing values in h4 new inheritance block

    It's been 9 months since the last update. Big things to mention are the better CHUD animation blocks, and node positioning in scnr, so you can pose corpses or whatever to your liking.

    Probably another long delay coming, but it will be for good reason as the PC version of Halo 5 kinda came with full tag layouts, so I just have to port them backwards and LOTS of new stuff will be named.

  4. It's back! The insane forge playground has returned, now being titled Forge World Ultimate Edition.

     

    Go ahead, have a look at the screenshots:

     

    QhqZ6uw.jpg"

    Covenant Capital Ship - While it does spawn it also seems to be very taxing on the Xbox resources, as it becomes impossible to spawn more objects afterward (and dying means you have to exit to menu)

    f7012badd566fab99d94513468c5db7c.jpg

    The Pillar of Autumn. Nuff said.

    d7d40e3c36f60ffaff9d1f0220964349.jpg

    UNSC Frigate

    b49f78015165fc81940fb19e882253a6.jpg

    Jorge's Gun, Ammo crate, and some Gametype specific stuffs

    ed6688949be6cdd6fb0bc5371c028028.jpg

    Space Banshee, Shades, and Warthogs

    6be45b829ca207fb65cef8f5c39dd325.jpg

    Pelican and Sabre

    3c00cbd76cec4b4b81cc9553ffd892be.jpg

    2 versions of the seraph, regular and 'in_atmosphere'

    b6970e14deaeb5973c6bfcc235c0b826.jpg

    UNSC Server, weapon rack, small truck bed, long truck bed, truck cab, cargo truck, and forklift

    47d337ea0be0ca7967c71570c46a9b39.jpg

    m70 Mill and a boulder from m45

    More to come soon!

     

    Downloads

    Current Version: 4.0a

    MP Compatibility: Unknown

    Known Bugs: Covenant Carrier is a hog and stops things from spawning afterward

     

    Planned Features

    Spoiler
    • Custom Weapons
      • Golden Magnum
      • Golden Sniper
      • Scarab Gun
      • Portal Gun
      • Brute Plasma Rifle
      • Mobile Mass Driver
      • Energy Sword, Infected
      • Energy Sword, H5 Infected
      • Shredder
      • Battle Rifle
      • SMG
    • Custom Vehicles
      • Warthog Variants
        • TankHog
        • WraithHog
        • AA WraithHog
        • Civilian
        • Supply
        • Rebel
        • Scout
      • MAC Cannon
      • Motorcycle
      • Anti-Air Wraith (all new)
      • Sabre vehicle
      • Drivable Bipeds (as seen in Gamecheat13's Cliffside)
    • Forge Objects
      • Planes
        • Grass
        • Snow
        • Sand
        • Water
        • Ice
        • Dirt
        • Rock
        • Marty
        • Volcanic Rock
        • Ash
        • Lava
      • Blobs
        • Grass
        • Dirt
        • Snow
        • Sand
        • Ash
      • Rock Sets (all of the rocks that Reach shipped with
        • Ice
        • Volcanic Rock
      • Wooden Structures
    • Map Properties
      • New skybox
      • Easter eggs
      • Set budget to max object count and make each object cost 1 dollar to make the budget counter be genuinely useful instead of just maxed out

     

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    Recent Entries

    broadbunny
    Latest Entry

    so i'm trying to download minecraft maps for my xbox360 on a mac laptop but when i click on raw devices, it doesn't detect my usb.... an i've been stuck for hours trying to look up how to fix this problem but no luck at all... :'(. the laptop detects it no problem, when i plug it in, it pops up on the desktop so i don't know what the problem is so if anybody could please help me out here and tell me how to fix this problem, that would be really amazing please!!! i'm begging for someone to help :(

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    Recent Entries

    Xoduel
    Latest Entry

    im not going to F*** around, how do u put the downloads on to your xbox??

  5. Nothing modding related here I just found something very interesting in the new star wars episode seven trailer.

    Here is the Trailer:

    at scenes 1:12-1:13 you see storm troopers

    If you look closely you can see there are troopers with different helmets, straps on there backs and ones with backpacks and without.

    WeRonjX.png

    In addition, the ones with the backpacks seem to have different helmets.

    But the one in the back has a different backpack and he has a kama.

    If you look closely he resembles a snowtrooper; but the helmet design is different from all the others.

    2GhTVmD.png

    It looks like Ralph McQuarrie concept snowtooper, here:

    3.jpg

    Lastly, there is another storm I want to point out.

    He has some weird backpack with an antenna.

    Bcosg3q.png

    gcClKeF.png

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    Recent Entries

    Just an idea to make a xboxchaos app for almost all platforms including phone.

    I am thinking of using Visual studio. Might change,

    I have started to develop the home screen.

    This app is a bit like HaloWaypoint.

    You can quickly check your messages, recent posts. A preset list of members. Staff contact info.

    And if your internet takes to long to load. You can kill time with a small maze game!

    As of now, im using a WebBrowser from the list of utilities and cached it to this site. Just a placeholder as of now.

    The goal of this app is to make a UI friendly interface, cross-platform, and special features exclusive to the app.

    You may join in on this.

    Contact [email protected]

    If your interested in working as well.

    Peace.

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    Recent Entries

    If you haven't voted yet here's the link to the survey: http://goo.gl/qCPiYz

    No more shitty cranked_halo.map. I think I can do better this time since a lot has changed since that map mod was made when injection first came out.

    I've been distracted too much so millions of thingswon't be in here. More will be added in

    the future.

    Version One: https://db.tt/76NRRlwO

    Experimental Version: https://drive.google.com/file/d/0B_qQTvZFvb6OTm1KNTNTX1dCZzQ/view

    Version 1

    I've cleared up problems with everything that you see in the pallet list except the shade turrets. Don't spawn them. Also the AA Turret on unsc vehicles. Man I really did forget out those. It did work but decided to break on me. I'll look into fixing it.

    ===================================================================================================

    Future Updates:

     - Enabling turrets for pillar of autumn, frigates. - Adding more civilian vehicles. - Attempt to get the shade turrets to work.  - Look into weapons for cruiser, frigate mac cannon. - Add Super Carrier, Corvette.

    Target Locator:

    The height of the map impact the ability of the missiles dropping onto the map properly... FIXED

    ROfqbbG.jpg

    A better view of the smaller vehicles

    WvAt7aX.jpg

    Forgot the seraph:

    DNH21kJ.jpg

    Here's the frigate

    Zvkge3N.jpg

    The frigate with its engines working

    CvyyPJv.jpg

    Covenant Cruiser

    V3kHAzg.jpg

    Pillar of Autumn, with the engines on ^_^

    vSCb2Je.jpg

    Civilian Transport Ship

    qalHaea.jpg

    Cfh1N3m.jpg

    The Skybox.

    u86RZib.jpg

    Added a couple of new vehicles to the spawn list:

    CVOK1AL.jpg

  6. What the fuck did you just fucking say about me, you little "cheater"? I’ll have you know I graduated top of my class on XboxChaos.com, and I’ve been involved in numerous secret hacks on Se7ensins.com, and I have over 300 confirmed mods. I am trained in doxxing warfare and I’m the top hacker in the entire anonymous forces. You are nothing to me but just another scrub. I will wipe you the fuck out with precision the likes of which has never been seen before on this website, mark my fucking mods. You think you can get away with saying that shit to me over the Internet? Think again, "cheater". As we speak I am contacting my secret network of modders across Skype and your CPU key is being traced right now so you better prepare for the storm, "cheater". The storm that wipes out the pathetic little thing you call your mods. You’re fucking banned, scrub. I can be anywhere, anytime, and I can hack you in over seven hundred ways, and that’s just with my scripts. Not only am I extensively trained in scripts, but I have access to the entire source of Assembly and I will use it to its full extent to wipe your miserable ass off the face of the website, you little "cheater". If only you could have known what unholy retribution your little online mod was about to bring down upon you, maybe you would have held your fucking key vault. But you couldn't, you didn’t, and now you’re paying XBLSE, you goddamn "cheater". I will shit projectile swaps all over you and you will drown in them. You’re fucking banned, scrub.

  7. Reach map files have a hash in them which is computed based on the data in the file header. This is kinda irrelevant since Zedd's XEX patches disable the header signature checks, but I figure I'd document this anyway because he asked me about it today. Here's some quick info on how to update the hash that's computed on the map header.

    First, you need to prepare the header by removing certain bits of data. Make a copy of the first 0xA000 bytes (header) of the map file. Then, zero out the following areas of the header:

    • 4 bytes at 0x320
    • 8 bytes at 0x328
    • 0x3C bytes at 0x330
    • 0x100 bytes at 0x36C
    • 0x100 bytes at 0x1C
    • 4 bytes at 0x144
    • 4 bytes at 0x148
    • 4 bytes at 0x16C
    • 4 bytes at 0x170
    • 0x18 bytes at 0x174
    • 4 bytes at 0x49C
    • 4 bytes at 0x4A0
    • 4 bytes at 0x4A4
    • 4 bytes at 0x4A8

    Next, you need to salt the hash. Put the following data at the beginning of the header you prepared:

    ED D4 30 09 66 6D 5C 4A 5C 36 57 FA B4 0E 02 2F 53 5A C6 C9 EE 47 1F 01 F1 A4 47 56 B7 71 4F 1C 36 EC

    Finally, compute a SHA-1 checksum over your modified header (this should be 0xA022 bytes after adding the salt). The new hash goes at offset 0x330.

    So yeah. While not too useful, I suppose this could be used to help map out unknown parts of the header based on the offsets that get zeroed. I'm also pretty sure that more hashes would have to be updated and not just that one, because cache files have at least three hashes in the header.

    Anyway, there you go. Have fun.

    -- Aaron

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  8. Dunno if this has been discovered already, but thumbing through some 343i game types I noticed they did Fiesta with randomized personal ordnance. Here's the example:

        <Ordnance flags="InitialOrdnanceEnabled, RandomOrdnanceEnabled, PersonalOrdnanceEnabled, OrdnanceEnabled" unk6="0" customizePersonalOrdnance="True">      <Right>        <Possibility weight="1.000003" name="ord_weap_storm_energy_sword" />        <Possibility weight="1.000003" name="ord_weap_storm_binary_rifle" />        <Possibility weight="1.000003" name="ord_equip_damage" />        <Possibility weight="1.000003" name="ord_weap_storm_spartan_laser" />        <Possibility weight="1.000003" />        <Possibility weight="1.000003" />        <Possibility weight="1.000003" />        <Possibility weight="1.000003" />      </Right>      <Left>        <Possibility weight="1.000003" name="ord_weap_storm_rocket_launcher" />        <Possibility weight="1.000003" name="ord_weapon_storm_incineration_l" />        <Possibility weight="1.000003" name="ord_weap_storm_fuel_rod_cannon" />        <Possibility weight="6.000004" name="ord_equip_speed" />        <Possibility weight="1.000003" />        <Possibility weight="1.000003" />        <Possibility weight="1.000003" />        <Possibility weight="1.000003" />      </Left>      <Down>        <Possibility weight="1.000003" name="ord_weap_storm_sniper_rifle" />        <Possibility weight="1.000003" name="ord_spread_gun" />        <Possibility weight="1.000003" name="ord_equip_overshield" />        <Possibility weight="1.000003" name="ord_weap_storm_gravity_hammer" />        <Possibility weight="1.000003" />        <Possibility weight="1.000003" />        <Possibility weight="1.000003" />        <Possibility weight="1.000003" />      </Down>    </Ordnance>

    Pretty cool, eh? Here's a list of ordnance that can be used:

    ord_weap_storm_spartan_laserord_weap_storm_rocket_launcherord_weap_storm_sniper_rifleord_weap_storm_energy_swordord_weap_storm_gravity_hammerord_weap_storm_needlerord_weap_storm_concussion_rifleord_weap_storm_rail_gunord_weap_storm_fuel_rod_cannonord_weap_storm_sticky_grenade_launcherord_weap_storm_beam_rifleord_weapon_storm_incineration_launcherord_weap_storm_shotgunord_equip_overshieldord_grenade_triplasmaord_equip_speedord_equip_damageord_grenade_doubleplasmaord_grenade_doublefragord_spread_gunord_weap_storm_binary_rifleord_weapon_storm_lmgord_grenade_double_forerunnerord_weap_storm_assault_rifleord_weap_storm_forerunner_smgord_weap_storm_light_rifleord_weap_storm_bolt_shotord_weap_storm_plasma_pistolord_weap_storm_storm_rifleord_weap_storm_covenant_carbineord_weap_storm_battle_rifleord_weap_storm_dmrord_weap_storm_magnumord_aa_active_camoord_aa_active_shieldord_aa_auto_turretord_aa_forerunner_visionord_aa_hologramord_aa_jet_packord_aa_regen_fieldord_aa_thruster_pack

  9. This action is actually very simple. All it does is enable and disable a player's ability to spawn. It was found because dominion uses it for last stand. The action simply takes a player to modify and a bool. True enables spawning and false disables spawning.

    In KSoft, you can update your database with this

    <Action DBID="139" name="PlayerCanRespawn" template="PlayerBool" />

    Here is an example of using it to disable an iterator player's ability to spawn.

    <E type="Action" name="PlayerCanRespawn">  <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />  <Param type="Bool">False</Param></E>

    If you have any questions feel free to ask me!

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    Zerker24
    Latest Entry

    After a little bit of research I have found out what Action137 is used for. It is basically used to spawn in objects that are PlaceAtStart false based on an event rather than the timer it defaults to. This is used in Dominion to spawn in the base shields based on what team is controlling the base.

    There are four values that you set when you use Action137.

    1. ObjectReference. This is the candy spawner object itself. Not sure if it can be used in regular candy spawner obejets or not. Useually used with Iterator.CandySpawnerObject
    2. Bool: This bool is used to indicate weather or not the object can spawn. If false, the object will never spawn. You must set this back to true to enable spawning.
    3. Bool: This bool will instantly spawn the object if enabled. I equate this to object is enabled. Does nothing if the first bool is false.
    4. PlayerReference: This is the player that caused the spawn. If the object is a vehicle, it will force the player into the vehicle. Does nothing if the first bool is false.

    To use this, you need a couple things first.

    You obviously need a object filter. Here is the one I am using while testing.

    <Filter labelIndex="candy_obj" name="candy_obj" />

    Then you need to add a GameObjectFilters section under the normal object filters and add a reference to the normal ObjectFilters section then add a reference to that object filter.

    <GameObjectFilters>      <Filter type="CandySpawner" labelIndex="candy_obj" name="candy_obj" />    </GameObjectFilters>

    now you are setup to use Candy Objects. To use them you would put this in the sections where you want to spawn the object. Set both of the bools to false to make sure it will not spawn, both true to spawn the object.

    <E type="Action" name="ActivateTrigger">  <Param type="TriggerReference">    <T type="Trigger" trigType="Subroutine" execMode="OnCandySpawnerFilter" name="Trigger7_Subroutine26">      <GameObject type="CandySpawner" filter="candy_obj" />      <Elements>        <E type="Action" name="Action137">          <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.CandySpawnerObject" />          <Param type="Bool">True</Param>          <Param type="Bool">True</Param>          <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="NONE" />        </E>      </Elements>    </T>  </Param></E>

    If you would like to make things easier on yourself, I propose going into the ksoft documents and adding a name to action 137 to be used later easier. It will also make everything you decompile show that name instead of Action317 which makes it easier to read.

    To do this, go to the folder where you have KSoft installed, and then go into Games/Halo4/Definitions/ and open MegaloScriptDatabase.xml in your favorite text editor. Then Search for

    DBID="137"

    Then change

    <Action DBID="137" template="ObjectBase"> <!--candy spawner related-->			<Param sigID="1" type="Bool" name="Bool" />			<Param sigID="2" type="Bool" name="Bool" />			<Param sigID="3" type="PlayerReference" name="Player" />		</Action>

    With

    <Action DBID="137" name="ObjectSetSpawnEnabled" template="ObjectBase"> <!--Fruit Spawner-->			<Param sigID="1" type="Bool" name="Bool" /> <!--Weather or not the object will spawn-->			<Param sigID="2" type="Bool" name="Bool" /><!--If the previous is true, set weather or not the object is instant spawn-->			<Param sigID="3" type="PlayerReference" name="Player" /><!--The player that spawned the object.-->		</Action>

  10. Well I collected the xex gravity offsets across different 3rd Gen Halo builds for something I'm working on and I figured I might as well share them. Thanks to Lord Zedd for getting the Reach Pre-Beta offset for me. The rest were either gotten from Ascension (not sure who documented them, but thank you), or found by myself.

    These are floats, and the default value is always 4.1712594; poke in Ascension, Offsetify, or something similar. If you encounter any issues, please let me know.

    Halo 3

    Halo 3 Beta TU0 - 0x82051AEC

    Halo 3 Beta TU2 - 0x82051AEC

    Halo 3 Epsilon - 0x8203585C

    Halo 3 Review - 0x82035C74

    Halo 3 TU0 - 0x82035894

    Halo 3 TU3 - 0x82035E90

    Halo 3: ODST - 0x82037838

    Halo: Reach

    Reach Pre-Beta - 0x82045048

    Reach Beta - 0x8203ADF4

    Reach Retail TU0 - 0x8203BB78

    Reach Retail TU1 - 0x8203BC64

    Reach Demo - 0x8203BE98

    Halo 4

    Halo 4 TU0 - 0x82128CC8

    Halo 4 TU1 - 0x82128EDC

    Halo 4 TU2 - 0x8212920C

    Halo 4 TU3 - 0x8212920C

    Halo 4 TU4 - 0x821297C8

    Halo 4 TU5 - 0x821354C4

    Halo 4 TU6 - 0x82135674

    Halo 4 TU7 - 0x82135F14

    Keep the mods offline.

  11. Due to size, all I can do is post this link: http://www.mediafire.com/download/q72zw282qjhidli/shared%20lists.rar where you'll find everything in a pretty rar. Lists are courtesy of the "SharedDump" tool made by AMD, which can be found with Assembly's source. Also courtesy of my own merging and sorting since SharedDump goes per-map.

    If it ain't here it ain't shared. Go cry about it.

    Includes:

    Halo 3

    Halo 3: ODST

    Halo: Reach Beta

    Halo: Reach

    Halo 4 ;)

  12. blogs_blog_40

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    Guest
    Latest Entry

    By Guest,

    This action was used in Reach's Race gametype with the index of 90 (Action90 in ksoft) and 118 in Halo 4. For the past few months, I've been trying to figure out what this action does. I decided to give it another try and I'm glad I did!

    Here's how it's used in Race (the official Reach gametype):

            <Elements>          <E type="Action" name="Action90">            <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />            <Param type="Bool">True</Param>          </E>

    I changed the boolean parameter to False and spent several minutes dicking around in both unmodified and modified gametypes like I've done many times before. This time, I noticed something different: You were spectating other players but not the checkpoints like in the unmodified gametype.

    After some more testing, this action appears to control whether you could spectate over players or respawn objects.

    Now, what to name this action... comment with your suggestions!

  13. Believe it or not, it may be possible to re-create the AA wraith of Halo 3 and Halo 3 ODST on reach, WITHOUT injecting it. NOTE: i said RE CREATE, so this is NOT the actual AA WRAITH. Anyway, the HUD UI of the AA wraith mortar is already on forge_halo.map, so after seeing that, i got a little idea. and after replacing the wraith mortar WEAP with the needle rifle and changing the Needle Rifle projectile, the result was quite resembling of the AA wraith. And after changing a couple shaders, the result was incredibly close. Although this is in place, I will keep trying with the REAL AA Wraith.

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    Ill Be Posting all My finding about tag injection here so im not blowing up the forms or shout box

    so far ive noticed that you can extract a proj tag with out any nulling

    may be the same for the weap tag if so then that means that when you extract a vehi tag

    that the string ids are broke and things dont know where to go so it crashes

  14. This is the magical story of how a lonely Xbox 360 S traveled all the way from Mexico, in dreaming of it's future, wished to find an owner who'd love and parent it into an RGH. The story you're about to read is true, with names unchanged. Now please, sit down and enjoy this... story.

    We'll start with it's birthplace, China. Now, where it spent it's childhood, in Mexico. That's right folks, this console spent it's early years in Me-he-co, the place of cartels, drugs, and cheap prostitutes (don't ask). It's childhood was fair, as it used to play games with it's buddies which extend to each corners of the Earth. Together it and his friends would play exciting games like Viva Pinata, Sonic, and other titles that the children in India are oh so jealous of. Though, it's childhood was tragically cut short when his current parent decided he was no longer good enough for him, and sold him to a fellow in the good ol' States. This fellow was none other than the one and only DevUltra, who promised to provide a safe and nourishing environment where it could blossom into the RGH it had always wished to be. Mr. DevUltra loved his new adopted child, and treated him well. He was slow and kind to it, playing with him as a retail boy until Mr. Ultra felt he was ready to help him grow into an RGH. Once Mr. Ultra felt his son was ready, he carefully undressed him and did his best to transform his boy into the glorious RGH he always dreamt of being. Mr. Ultra succeeded in upgrading his child with the hardware his son needed, and though Mr. Ultra tried his best, his efforts were cut short when he was unable to dump his sons memories, and was only left with a partial file of his sons memories. Mr. Ultra was devastated, but charged on hoping he'd still be successful. And though Mr. Ultra's perseverance was unbreakable, he was unable to succeed. Mr. Ultra tried his best to cope, but just couldn't. Fortunately he had an amazing friend named Xythera, who he knew would take care of, and fix his son. And knowing so, contacted Mr. Xythera offering to give Mr. Xythera his son, in hopes that he'd be able to correct what he could not. And so comrads, that's where the true journey begins!

    (Breaking Character Now)

    So, I just aquired this console and the first thing I'm going to do is install the NAND hardware. I'll be installing the wires needed so I can access the NAND. Let's begin.

    NOTE: After spending 30 minutes writing that story, I'm not going to bother adding comments for each photo explaining what I'm doing right now. The photos speak for themselves. I'll add comments later.

    (These photos are in order)

    Chapter 1, Finding The G-Spot

    First, I had to decide where I wish to have my consoles NAND access wang hanging from, and after a short examination I found the perfect spot right above the video connections.

    IMG_20130719_161035_zps25d74c61.jpg

    IMG_20130719_161042_zps8d0b006a.jpg

    Capter 2, Fitting The Cable

    IMG_20130719_170911_zps58cfa930.jpg

    IMG_20130719_170920_zps59e91391.jpg

    Capter 4, Soldering To The Motherboard

    IMG_20130719_170938_zpsd8a121b2.jpg

    IMG_20130719_170944_zpsb1f5ca02.jpg

    IMG_20130720_005423_zps027151bf.jpg

    Capter 5, Adding Connectors

    IMG_20130720_025258_zpsa1e4b770.jpg

    IMG_20130720_025303_zps10dd42d7.jpg

    IMG_20130720_025308_zpsa8c8bae0.jpg

    IMG_20130720_025727_zps44237b26.jpg

    Chapter 6, Examining My Work

    IMG_20130720_025944_zps82e97959.jpg

    IMG_20130720_030002_zps9f987cde.jpg

    Completion

    IMG_20130720_034255_zpsa75c68ab.jpg

    IMG_20130720_034303_zps8afd6895.jpg

    IMG_20130720_034309_zps986a327a.jpg

    For now I have the system boxed, and ready to take home with me. When I get home I'll buy the DGX and CR Rev. C

    If there are any typos, don't bother pointing them out. It was 2 in the morning when I wrote this.