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

    425
  • Joined

  • Last visited

Everything posted by Akarias

  1. Support

    No... its dosent. It applies to all teams regardless of how they are spawned. Its not squad specific.
  2. Support

    Use the ai_allegiance script ops to adjust how teams are aligned. Lets you change the allegiance of teams as a whole with each other. Bonus points for using the mp version to align MP teams with AI teams, good fun.
  3. Well look what I found: What a coincidence. Jeez the forum is dead these days. But hey a whole bunch of rendered strings that we can easily high jack to do some stuff with, nice. 0x83151067 for future reference. Pretty sure zedd showed something like this years ago. So if we write a formatted string to that buffer it will just display it I guess.
  4. Support

    Use the DEV branch of Assembly, go into the scripts page, set "Enable Extra Infomation" to on (Bottom left). You will see new information in the script decompiler, goto the script responsible for applying the animation. Its now a case of finding the expression and adjusting it. you will need to adjust the expressions after `custom_animation_loop`, the stringID is just the data sections at 0x10. Group expressions represent a set of parenthesis `( *** )` Group expressions point towards two expressions, the next expression index represents the expression that will come after the group. The data is a ExpressionDatum that will point to the expression placed inside the parenthesis. A function expression represent an opcode eg: physics_set_gravity. A function expression will just point to the next expression to come after it. So the following would be: (sleep 100) would be equal to: Group ---> Function ---> Function Just scroll through them until you find the opcode for custom_animation_loop and it is a function_name. You can then arguments for it, they will be directly after it. OR <----- Rename the animation in the brutes animation so that it matches what the originals are called.
  5. Support

    There is no public script compiler, the "Gameleak GTFO" was something of an inside joke years ago. You will have to manually edit the script expression that contains the stringID for the animation. Script Expressions are in the Scenario [SCNR] tag.
  6. https://github.com/TheGuardians/TagTool/tree/master/TagTool/Scripting/Compiler Node generator n stuff. Go learn Halo CE scripting. [Link] Scripting Guide by TCK [Link] Kornman's BSL Bible [Link] CE Script
  7. Hmmm no... Well not as a prebuilt binary. Go check out the dev branch. https://github.com/XboxChaos/Assembly/tree/dev
  8. 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.
  9. 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.
  10. 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: https://github.com/Project-Cartographer/H2Codez
  11. 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.
  12. Modding

    Borrrringggggg. But I guess that works too.
  13. 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: https://gist.github.com/Akarias/d12950e339ebfb3da83f1018abca8ceb
  14. 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.
  15. .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.
  16. .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.
  17. 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.
  18. 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.
  19. 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.
  20. 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?
  21. Reach

    I cant remember them nor find the chat log where zedd showed me, I've probs got a few files on the RGH. Im sure zedd will pop in and post them.
  22. Reach

    There is actually an opcode in reach that can print strings from the scenario string table straight to the player interaction feed (Kill feed, weapon pickups etc), It's been my goto for debugging on a retail console. Zedd shared a handy change that you can make to instead have the opcode write to a unused hud element. Have a poke around here by the way, its unfinished but will parse everything. AST etc. https://github.com/TheGuardians/TagTool/tree/master/TagTool/Scripting/Compiler Not all of my changes to assembly's script generator have been pulled into the dev branch yet as I never finished them. It should throw errors with invalid expressions etc. cant remember if I ever commit those though. https://github.com/Akarias/Assembly
  23. 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.
  24. 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.
  25. 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.