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About Akarias

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    0x3F4, 0x4A4
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  1. Node generator n stuff. Go learn Halo CE scripting. [Link] Scripting Guide by TCK [Link] Kornman's BSL Bible [Link] CE Script
  2. Hmmm no... Well not as a prebuilt binary. Go check out the dev branch.
  3. Dont like to double post but just a quick and dirty firefight to multiplayer conversion for testing some ideas I've had for spawning AI. The small path finding volume makes setting up objects/aeras/zones far easier. The plan is to use scripted object functions to allow for the creation of AI in a more controlled manor while still retaining being able to place spawn points in forge, also had a plan floating around for spawning different variants from the same spawn point allow for a bit of randomisation. Edit: well that went well, pretty much the same setup as any other peaceable AI spawn point but thanks to scripted object functions and using a volume check to return all the freshly spawned AI and add them to a fireteam you can do some pretty neat stuff.
  4. Pulled a warface build off of a recently acquired XDK, not really halo related of course but no where else really fits: Complete with PDBs and XDBs.
  5. General

    For maps with existing path finding, you can use the relevant zones and areas that already exist. For maps that dont have any path finding (MP maps etc), you have no easy options. One of the only ways outside of manually making your own perfect pathfinding is to use patrol points and smart point navigation (Only in reach iirc) If you are interested in path finding generation, see:
  6. I would seriously consider taking a look at BlamCore if you haven't already, cross endianness between engines is a really nice thing to have. Have a thing, what a better way to christen a new XDK than fucking everything up.
  7. Modding

    Borrrringggggg. But I guess that works too.
  8. Modding

    I dont even have the map files to check but it should be something along the lines of "player_set_respawn_vehicle", just change the object definition expression to match your different vehicle/unit. The data for the object definition should be a datum for the desired tag? Correct me if I'm wrong. Have yet to look at it for the TagTool compiler. Been slowly working out more opcodes that are not named, there is a few more in here:
  9. Reach

    0x507 is hud print for reach btw. Its being displayed per tick due to the startup type but you get the idea. edit: its stdout so works fine in watson.
  10. .MAP

    Really? Eh just add them in as a group I'd say. Thats what I get for assuming something from MS23. I'm messing around with reach scripts lately as I trundle my way through it in IDA. So apparently for reach specifically you are going to need a script to spawn the AI.
  11. .MAP

    Not a 100% true, if you want them to respawn after being killed scripts are needed. Just to place AI how ever can be done via the squads block in the scenario tag just like any other map. As long as the initially placed flag is enabled the ai will spawn at the start at the game.
  12. There is a variant called `destroyed` that you can use. Either set the default spawn variant in the vehicle tag or add the variant into your forge menu under in the `sandbox palette` block in the scenario tag.
  13. General

    First disable the map's scripts either by removing them completely or setting the map's main startup script to have a different script type other than 'startup', this will stop all the mission scripts from loading. You can then null out the squads block (but you don't have to because scripts are responsible for the spawning of any squads). If you want to load up BSPs you can either change zone sets using a custom script, changing the zone set using existing scripts (see insertion points) or you can forcefully change the zone set/loaded BSPs in the scenario tag.
  14. Those words did not come from mine, consider it a quote. I mean who isn't ready to start comparing stuff, we already know the general layout its just filling in the gaps.
  15. Reach

    Not to highjack your question gc but I've never been able to get watson to work correctly with any debug communicator that I have (various sdk versions). There is not something specific I need to do right?