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  1. Today
  2. Yesterday
  3. .MAP

    Fixed
  4. .MAP

    Link does not work plz fix the download links.
  5. Last week
  6. Support

    Can anyone tell me how to install mods for ''halo reach xbox 360 rgh'' Please someone teach me or do a tutorial Psta: Tambien hablo español
  7. Modding

    How do you mod and xbox one
  8. .MAP

    Amazing dude, really like this mod. Is their anyway to add these bipeds to Gamecheat's AI Playground?
  9. Earlier
  10. Support

    Sorry if I necropost this. What should I do to duplicate the sword class? I want to make a Spartan dual wield swords properly in Third Person. The Elite works fine, but how can I make a Spartan use his sword animation when dual wielding instead of an wierd rifle pose?
  11. hackkk] View File hacl Submitter tee Submitted 01/08/2017 Category Other Xbox Stuff  
  12. A project I'm working on
  13. .MAP

    I had to change some of the animations on the AI bipeds so they walk towards what they are shooting, and I fixed some minor things and added the carbine sound from ODST. The marine AI and biped may crash the game, it hasn't happened to me, but it might. Edit: oh and removed the map barriers
  14. .MAP

    Cool. What's changed?
  15. .MAP

    Sounds good. I just updated the links, make sure to download version 2.
  16. .MAP

    Can we get a preview of this? I might test it later.
  17. .MAP

    I made a little map with split screen in mind. Have biped battles and stuff like that! I really want to make this map into something big, so if you have an idea for the map, let me know about it because I can't think of anything else to do, I've modded myself dry (not with this map.) A semi-special thing about this map is the automag and silenced smg sounds injected from odst, huge credits to Lehvak for helping me out with that and the huds for the weapons. I try to keep my maps as vanilla as possible aswell, I dont like to shader swap that much, so its pretty much normal sandtrap with a few extras added in, I just made it for me and a mate to play, it is actually pretty damn fun too when you get a game going (not sure how it would go in a link game) Links: -Click Here For Version 1 -Click Here For Version 2 (Thanks Lehvak for the screnshots too)
  18. Modding

    Does anyone know how to increase look/turn speed? I have an XIM4 and I'd like to try to emulate the mouse aiming of Halo 2: Vista. I've tried to mess around with values in the "Looking" section of globals.matg, but I've have no success yet. I can't figure out how to remove the turn acceleration. Edit: Setting Look Peg Threshold to 0 solved most of my problems. Aiming feels pretty smooth with around 125 XIM speed.
  19. General

    Post some screenshots down here to showcase them a little. Would like to see what things this community has come up with! (Already know what some of you are capable of)
  20. Merry Christmas everyone!!

  21. .MAP

    Hey Stipo, i know this is pretty damn old, but can you kindly reupload this map mod? mediafire removed it unfortunately. Thanks in advance.
  22. *Didn't think this post fitted the 'Showboat Time' or 'Youtube Page"' sections because it isn't Halo 2, it's Halo CE* Here's a very simple Halo CE AI Battle, with Marines fighting Jackals. The rules are simple: Each time a team loses they gain a unit - for example 1 Marine kills 1 Jackal, the next round will be 1 Marine fighting 2 Jackals. Every third unit is a upgraded unit - for example the third Marine the team gains (after losing 2 fights) will have a Shotgun instead of an Assault Rifle. The first team to lose the fight with 10 units loses - 10 Marines v 6 Jackals, if the Jackals kill the 10 Marines the Jackals win the AI Battle.
  23. EDIT: This has been solved (unfortunately not in a comment on here), so please ignore this post. So as some of us know, the Mythic Infection Mod doesn't work correctly in the latest version, and it lacks features. I've attempted a few times to set up infection style spawning within the slayer mod, but it's mostly been concept and not practical in most cases. Here are the main parts: -Respawn Zone set to 0 centered around infected spawn point(s) -Respawn Zone set to 1 centered around human spawn 1 -Respawn Zone set to 2 centered around human respawns (except 1) -Respawn Zone set to 3 around human respawn 1 -Award Points Zone on human respawn 1 so as to end the round The method I use is that the humans spawn in these chambers where they have to unblock the respawn point, which is either right in front of them and is only blocked by an explosive, or elsewhere and requires a switch. The downside to the switch is that it uses a lot of resources and can lag the game a lot. Teleporters and team-switching zones are used, so as to keep the "team but ffa scoring" that infection has. The zombies also have to reblock their spawn so others don't spawn there. The reason for these chambers and blocking is to ensure that the last guy who gets infected can respawn and end the round. I don't see any other way of ending it besides with the award points zone. Does anyone know of a more practical way to do this type of spawning? The way I have it is to essentially have the game be able to tell how many people there are so it can spawn just the right amount. It's not very practical as you can't join in session and suicides are always zombies. Scoring is also screwed up. For those who want more detail: I've made two somewhat different methods of spawning. Here they are: 1: There are 15 spawn chambers for the humans. The initial spawn has them destroy a fusion coil in front of them to free the respawn point. The problem is that they can just walk forward and teleport to the map regardless, so I have to trust that they won't break the game. The respawn point is positioned so that whoever respawns there can't walk backward into the teleporter and break the map that way as well. They have to destroy a switch that makes a block spawn and block their spawn. Once again, good faith is in play since I didn't want the game to lag too much. As for the zones, there's a general respawn zone over all the respawns with a lower spawn sequence number than the one centered on the 1st spawn (aka the one with the award points). If there's an extra spawn not blocked, or one too many blocked, the game will not end or end too soon, respectively. There's also respawn zones centered on the initial spawns of human 1 and the zombie(s), the former of which is to ensure there's a spawn for the last human. 2: Just like with the 1st one, there are 15 spawn chambers. The fusion coil has been replaced with a switch that unlocks the door in front of them. This also frees up the respective respawn point. The respawn zones are also the same as was described above. Respawning has the exact same format in this case as initial spawning. This ensures no one can break the game, but it also takes up a lot more with lag and resources. 45 bombs spawned in just for the switches that destroy. Not helping is that the switches don't work with explosives, so you're down to vehicles and turrets. It cripples your budget. Method 1 is less costly but easily breakable. Method 2 is very hard to break but more costly. Can anyone help me figure out a middle ground? I will also post screenshots of the chambers if people need them.
  24. General

    Alright I'll give that a shot, thanks Lehvak
  25. General

    Like I said before the campaign maps already have the char tag. In addition, you don't need to inject anything, not even the spawn. You can duplicate some random scen tag than just gut and edit it to match a spawn point. You don't even have to do that, you can just use a firing effect from a weapon, change the anticipated tag class to char than shoot that gun and the Ai will spawn.
  26. General

    Which also gives me the same error
  27. General

    And I used GameCheat's AI spawns.
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