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About Akarias

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    0x3F4, 0x4A4
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    Akarias The Third

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  1. Modding

    If assembly crashes, its because a expression is invalid / expression group is invalid. Aka it wont run in game and assembly will just shit its self as the scripting side of assembly barely even works at all. There is no exception handling within the script assembler if I remember correctly. You do realise how much work it is to do without a proper script editor? It's a bit of a pipe dream you got there. None the less I'll see if I can add support for it in my hack-job build of assembly. (The build with BlamHammer's unfinished weirdness bodged into it. I'll only spent a hour at most because who the hell mods on an xbox anymore) Edit actually I got a better but very bad idea. just make a volume the size of the entire map and return all objects in that volume :v: you can then return objects by their type to filter out any unwanted and dangerous results. A far better idea is to setup a vollume for each BSP and when a BSP gets loaded you can rescale objects accordingly. this shouldn't cause too much lag or crash the game. (Check out the existing zoneswaps)
  2. Modding

    Specifically in Halo 3's case: Cant remember if object arguments look at the "object names" index in the scnr. (well it should work with anything that is an obje)
  3. PSA Do yourself and make an autohotkey script for now, populate maps in no time. (The community really needs a meme project to work on, anyone up for it?)
  4. Heres what I believe came from the H2EK, cant remember. But the explanations for SCRIPT NAMES are accurate with a few changes here and there, more arguments etc on some of the AI stuff. (OP CODES ARE WRONG WRONG WRONG!!!!!!!, compare to your relevant games op codes first.) PastBin Link H2EK? Or H2x, who knows. As for BH i'm taking the parser out and ramming it into a flowgraph editor, everything makes a hell of a lot more sense especially for newbies. Anyone can make scripts if its visual. (Will likely only support Halo Online but I'm debating if there is any point at all when we can just edit the process on the fly with some of eldewrito's built in magic.
  5. .MAP

    Ehh abandoned, everything xbox related. (Unless you count me trying to port the BSP collisions to HaloOnline, fuck mopp codes) I'm on the ElDewrito discord if you want the pre rigged BSP to be injected into w/e.
  6. Its not like anyone has bothered to complete a scenario in MP after bringing over the SP BSP (more specifically tell anyone). I'll just stop at it all and not bother shall I? Never said it was anything special. This is the reaction to someone who is at least trying? "Lol gtfo." You think someone spoon fed me this shit? All I did was complete the scnr and swap out the "scripting data/points" section to have the correct indexes. And what if I told you that you can add path finding to a BSP without path finding data so long as you get the links correct. Use a BSP with terrain with 0 inclination and try it. I think I'm done with Halo 3, good luck. Edit: for the record I've been researching how path finding data is formatted / relevant functions. I'm just going to stop, do it yourselves.
  7. .MAP

    Those AI are not, and I mean more specifically failsafe pathfinding. Edit; allmost forgot, I don't think AI "Sight" syncs at all. Having them set to magically see any active players seems to resolve that to a certain extent. Actually, while am I at: why no dig the hole deeper. Why has no one ever bothered to note the fact that the correct "zones" are needed within the SCNR to get ai migration working? Don't worry someone will look at in in say 2-3 years then talk about it.
  8. .MAP

    And the fact that if you set the ai to use fallback path finding and rely only on scripted movement, it syncs. (Tested on Link with a pelican scripted movement via cs_fly_by and generic ai using cs_approach)
  9. .MAP

    Sorted out those last few bits, also added complete path finding support! (More specifically the correct zone and firing points / hits are now in, meaning proper AI locomotion!) A new global has been added that enables or disable the spawning of two AI squads, marines and elites. They will charge to the centre of the map and battle it out if enabled. EG: Edit: well this sucks, I've hit the max map file size. Anything more and the engine soft locks on load, Even just a tiny bit more meta and it does not like it. RIP. Time to investigate removing data from the map.
  10. I've never really played around with animations, finished the pelican having landing gear animations on seat power up / power down. Needs three physics spheres attached to the landing wheels to solve the tipping issue. EDIT: Coming soon to a max script near you ~ ~ ~ ~ Populate your maps inside of 3dsmax, yey. (The math is literately just shove the decimal two places, converts the units just like in halo CE) Edit 2: Pathfinding in multiplayer. As long as I am in range of a firing point, the AI will find a solution. Note that if I am in an invalid location the ai will get as close as he can until there are no more valid locations. You can see this best at the end where they make their way down to me. Them stopping is because they are most likely trying to fire, but have no gun.
  11. Lemme guess, uses a "poster" like render?
  12. So... whats with the resolution?
  13. Son of a... Right. Anyways, anyone got ajustant's BSP viewer source code? Really don't want to write one from scratch. Getting sick of having to place trigger volumes and point sets by hand, even if it means butchering something together because there is now way in hell I'm writing one from scratch. Last time I tried I got clusters to render but could never get instances to position themselves correctly. And all of that was on one of my 5TB drives that ate shit Question, do globals make any changes to the engine at all? or are they are just there for enabling and disabling certain parts of scripts (if you choose to write them like that). So anything with g_* affects the engine? And if so is there a list of all globals? Edit: and for those of you wondering what happened with all that, a couple of years ago I was looking into replacing BSP cluster data, hence why there was a BSP Editor helper was added to assemby (Asked alex for a place to dump it all). All it ever came to was have a single cluster loaded with all the vertices placed on the same Z plane. I tried going further than that and just ended up with either the frame buffer displaying garbage in game or broken lighting. Tried a box but I dont think the engine likes it when a mesh intersects itself.
  14. Insert old meme here. Also triggered animations for landing and taking off coming soon. (Pelican legs also deploy / retract on command by pressing down on the D pad) Edit: Better, useful stuff. Now using this for debug messages too, still haven't found a way to get "print" to output anything to the screen. its not nulled so there must be a global or something I can set to get it going.
  15. The random data you see is just default invalid data. You can have broken expressions with all sorts of bad data. But as long as you don't call them, it will work just fine. (And the fact is empty of scripts and script expressions, in existing maps you have to use empty expressions or create more to use)