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
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About Akarias
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What the fuck did I just read?
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I could automate this in mandrill if you really wanted it. I'll add it to the features list anyway.
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opticalillusion liked a post in a topic: is it possible to copy tag from Halo Reach to Halo 3?
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There are upgrade paths for the definitions, eventually mandrill will allow you to port tags between games at will. (Within reason, youll have to update new fields your self etc) https://github.com/Assault-on-the-Control-Room/Blam-Creation-Suite
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The game has been updated. Go and get the latest build of assembly from the appveyor. The god damm answer is right in front of you. Perhaps someone should change this to reflect MCC.
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"Stealing" maps? thats petty. Yeh, you can goto your recent maps and save them from there so... get over it I guess?
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Endpoint liked a blog entry: Understanding BlamScript expressions, electric boogaloo edition.
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Faultiplayer liked a post in a topic: Help with scripting expressions??
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Faultiplayer started following Akarias
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Faultiplayer liked a post in a topic: Official Videos/Screenshots Of Your Mods
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Faultiplayer liked a post in a topic: Official Videos/Screenshots Of Your Mods
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Faultiplayer liked a post in a topic: Add Characters/Weapons to different bsp?
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Faultiplayer liked a post in a topic: Question regarding scripts not saving
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BOUNTYHUNT3R541 liked a post in a topic: Help with scripting expressions??
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Here: https://github.com/Akarias/Assembly-Compiler Go ham. (MCC only, you'll need to take snipe styles build and fix it up if you want regular big endian support OR fix all the endianess of how the expression values are written. Im lazy.)
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Faultiplayer liked a post in a topic: Script Creation & Editing - A terrible guide please ignore.
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Endpoint liked a post in a topic: Official Videos/Screenshots Of Your Mods
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The additional AI will be seated in the pelican (if not, you will have to load them in manually with a script), but they wont get out unless you modify the relevant seat mapping to also have w/e seats included. (Woo my fancy node editor, should help you visualize it)
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The pelican's squad in the scenario tag has a command script set. Every time the squad is created, it will run said script. <--- Single Location Block You can just run call ai_place, but if you want more marines inside of it, you will need to add more of them on the pelican squad as passengers and adjust the seat mapping so they all exit correctly.
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Something else I was fiddling around with, hoping it will help people get their head around things. Feeling a bit rough, nothing a bit of halo stuff cant fix. Originally started this as a means to an end for learning MVC after encountering it in node network. UIs are not my forte. Edit: Finished writing the solver, needs more work for memory and initial placement plus alignment.
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Sound injection is not automated. *
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Continuous scripts + checking VERY large volumes will do that.
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Its all down to missing animations. A nasty but fast way of dealing with it is to reuse existing animations with a new stringID to match that of the phantom_p etc strings.
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A thing I've wanted to do for a while. My custom nodes are not being displayed due to an error but you get the idea.
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Loop through your list for the amount that exists in the list, `list_count` will give your max count while `list_get` will return each object in that list. `volume_return_objects_by_type` is handy for filtering things out, so you wont be trying to pass unwanted engine objects that a volume check would get. Would be a good idea to make sure the AI you end up casting is actually alive too. Edit: You may want to take a look at how AI expressions are used, take a look at some campaign examples. They can be setup to reference a bunch of things including whole squads, objectives and tasks. Situational.
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Looks at the string name as defined in the Collision Region block. That block then defines the index and various permutations if there are different damage states. Its doable.