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.

Akarias

Members
  • Content count

    404
  • Joined

  • Last visited

About Akarias

Profile Information

  • Gender
    Male
  • Location
    0x3F4, 0x4A4
  • Interests
    Blam.

Contact Methods

  • Skype
    Use Discord ya scrub: Akarias #0213

Recent Profile Visitors

6,218 profile views
  1. I'm going to be honest rather than straight up troll here, if you put as much effort into asking where to start / how to do such things it would actually be real. If you are handy with C/C#, have a look at TagTool's ReplaceRenderGeometry command and the RenderModelBuilder that goes along with it. I really would have thought that after a few years you may grown up just a wee bit. Have some recent and old stuff as compensation.
  2. General

    You can change the styl tag for the AI so that they crouch when attacking iirc, you then swap the crouch animation for the walking one. This does not solve the problem of the spawn AI having no objectives/zones assigned to them so you should only use this spawning method for silly things and testing. Nor does it solve a lack of proper path finding on MP maps etc etc.
  3. When MCC gets released... I'm pretty sure the entire halo modding scene is going to come together, bend the engine over backwards and give it a royal thrashing.
  4. Support

    Dont change HLMTs. If you want to play as another unit, change it in the globals tag and thats it.
  5. Support

    You need to change the third person unit in the globals tag MATG.
  6. MP maps have no pathfinding altogether. Use the squads block in the scnr to setup AI. There are a few tutorial s around for it.
  7. Support

    You need to adjust a interaction value in the PHMO tags, cant remember specifically. Somthing with the `Polyhedra` block.
  8. .MAP

    Wut.
  9. Same thing can be done with the V3 if you have the correct files for it, it "learns" for a lack of better words. As long as the power isnt unplugged from the console it will remember the optimal timing.
  10. Bloody hell the devil still exists. Your research with AMD and co was of serious help an august or two ago where I spent two weeks smashing my face into expressions and finally worked everything out. Im pushing some changes to my assembly fork with some extra bits in it. Ive tried to write a compiler a few times but Ive never wrote a proper lexer before. Not long after doing that I found this: https://web.archive.org/web/20180911200814/http://z9.invisionfree.com/Warriors_of_Auspex/ar/t1365.htm I was enraged. I spent some time with Vadam on discord, he can script now.
  11. Take a look at the "survival_mode*" opcodes, there are tons of functions for dealing with firefight. You could either make a script that checks the round for an increment and renews any previously dead squads or you could add some extra lines into the existing round scripts. https://docs.google.com/document/d/1pTGzMOSNCZcf2OiQauBFok1Gx-1El1UKJZx0FzXkyN8/ Reach Specific documentation iirc. Old but none the less useful.
  12. Reasons. Some info is this is flat out wrong and over complicates things. Nuking into a quote with fair warning, forgot this post even existed.
  13. General

    https://github.com/Xenomega/xsymlink iirc.
  14. Modding

    If you are adding AI to a campaign map you will need a few extra expressions to get the AI to spawn at the right time. EG if I added some extra AI into the middle of The Storm in halo 3 I would also need to alter the script(s) that spawn those AI with a extra ai_place that spawns my own extra squads. These squads will also need the correct zones and objectives in order to do anything interesting outside of just standing there or defaulting to the patrol behaviour. If you enable the initially placed flag and they exist outside of the very first loaded BSP in that map, after spawning they will cease to exist/be unloaded depending on the zoneset etc. As for adding the extra lines of Blam script there is no public compiler yet. Sorry about that but you will need to learn to manually write out the needed expressions.