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Akarias

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About Akarias

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    0x3F4, 0x4A4
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    Blam.

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    Use Discord ya scrub: Akarias #0213

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  1. Modding

    You could do that but you would get all the extra AI that comes along with it. Its entirely up to the user.
  2. Modding

    I think you are being a tad ambitious, its good none the less but first: Track down what part of the script spawns those particular turrets (Use their "squads\single spawn" name to find the ai_place for them. (EG: "phantom_spawn\pilot1" Edit the script so that the ai_place for them is outside the difficulty checks. There is not a lot of work to do, its just navigating the expressions is half the battle.
  3. Notepad++ Halo 3 Script View File Import this language to get a nicer definition, based on an older user defined language for Halo CE. If you find any issues please post them in the comments. Submitter Akarias Submitted 04/17/2018 Category Halo 3  
  4. Notepad++ Halo 3 Script

    Version 1.0.0

    3 downloads

    Import this language to get a nicer definition, based on an older user defined language for Halo CE. If you find any issues please message me.
  5. the index for the expressions is based on where you paste the data. so you could copy from index 50 into index 10 but the expression would still have all of the same data as it did when sitting at 50.
  6. yep thats how it should work, youll need to correct the indexes if you are placing tge expressions in a different index to the original map.
  7. Another quickie.
  8. Still takes 30 mins to upload 15mb but here. Only added 2 points due to it being tedious to link them under the link indexes etc. Bonus pelican doing its thing. Ill add more than one firing point next time. :v
  9. I was setting up some AI objectives and zones, got side tracked and quickly made this to make sure I did not break anything during the process. (Ignore those discord pings) Nothing special but I've got a few plans for this BSP in multiplayer. And what tick rate does the MP engine run at? I've only tested some stuff locally but don't know if latency will cause issues.
  10. Modding

    By the way, the reason no AI spawned within that extra shade you placed was because a different squad is magically loaded into the shade. This is done for scripting reasons. You can enable an AI to be spawned WITH the turret by setting the "Seat Type" to anything other than "Spawn Vehicle Only". This is not the proper way to do it but it will work. (Actually it may not work if you do not spawn in with the correct zone set/BSPs loaded, it will be out of bounds and instantly die.) Another example of this is the warthog you are magically loaded into on voi, a squad is spawned "Spawn Vehicle Only" so it spawns empty but gets referred to as a squad even though its just a vehicle. Then the very first AI in the initial marine squad is magically loaded into the warthogs driver seat. The initial marine squad has an objective set and it does not use a command script to arrive at its destination other than setting the vehicles max speed to 0.7 of 1. It's neat to see how different scriptwriters from Bungie wrote things in different ways.
  11. Modding

    Ill have a look for you, here is something to note: I believe this is the part with the energy barrier, but just an example of the way things are some times spawned. (Outskirts) I'm pretty sure the spawns are not random, but conditional.
  12. Modding

    depending on the map and squad setup at some point a script may use load magic to forcefully have an ai enter the vehicle. it depends. make sure the character type is set to a grunt according to the character pallete index.
  13. Modding

    Grenade settings are within the maps globals [MATG]
  14. .MAP

    heads up, use set training text rather than cinematic titles, they will display a stringID and are easier to setup. enable training on a startup script then trigger it whenever you want.
  15. 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.) I'm working on a guide: 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: . 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. Expression 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 Info on point sets and refs for bespoke AI movement. Make sure too use "cs_enable_pathfinding_failsafe true" at the start of your script or you could have issues! SCRIPTS LIST: [Link] Placeholder cs_fly_to example: PasteBin Complete fly to example, uses indexes 18-33 with some empty space in the middle. Points are set to Set 0 with index 0. Go learn Halo CE scripting. [Link] Scripting Guide by TCK [Link] Kornman's BSL Bible [Link] CE Script