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About TAxxOUTBR3AKxx

  • Birthday 11/29/1987

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  1. Support

    What do you mean "swap weapons?" Do you just need the game to give it to you ala like how CTF swaps you to a Magnum? If so, you have to also reference the weapon before the main script portion or the game wont give it to you. If you just need a weapon to "spawn in" then I'd only imagine using what's going on in the gametype to determine if an ordnance/weapon should spawn in and not referencing the player. Maybe the score, or which "event" is active.
  2. Gametype

    Cashew stated that resupplies don't respawn. If ordnances aren't respawning, I'd suggest having weapons only specific to phases and assign them the proper phase.
  3. Gametype

    Ok, so I walked around with a buddy showing him some things and seeing if any issues occur. I found 2 more things: -For some reason I was able to see the Oddball detach from the Beacon if the flag was dropped and immediately picked back up (juggling). My other buddy couldn't see it but I could. If the Beacon was dropped again, the ball would instantly bee-line straight to the beacon, along with a trail of it's effect. Only aesthetically unappealing is all. Think it may be a host/non-host issue. -We were on the same team, and after the round ended, we didn't switch sides. We stayed on offense. Not sure if that happens because there was no "defense" team or not, but I'd still like to mention that anyways.
  4. Gametype

    Just out of curiosity, how does the game determine who "wins"? Is everybody applied with a numeric stating which team they are on at the start of the round and if their team wins the round that player gains a point? It makes sense so people who got converted over to the opposing team and that team wins (due to everyone being on that team) wouldn't get a win for nothing.
  5. Gametype

    No biggie. I mean the Capture zone for the Beacon gets a little arrow but no navpoint. It's really a non-issue. But the reason I stated the Ordnance markers issue is because if someone is dead upon a new phase starting, they will more than likely not ever see the markers. That's why I feel 10-15 seconds is reasonable. Another thing, I liked how you attached an Oddball flickering red to the Beacon to simulate a light. Pretty cool. All the extra callouts and such, I loved. (Especially after the 2nd phase started and he announced new weapons and such spawning; Cool level +1000). 1 more issue I found is the recovery rate of the "Territories" is 1 second per 2 seconds of game time. If that's personal preference, that's fine, but Reach's Invasion used 1 second recovery for every second, so you need to halve it if that's not the case. Also, as it should be mentioned: Just like in Reach, each Invasion variant NEEDS to be named with the corresponding map so people know what the objective order should be. Such as Invasion: Invertex (or whatever that map was) on (whatever that map was). The default may not work with everyone's maps unless it's set up appropriately or every phase has every type of objective placed on the map. This is just a formality for future forgers.
  6. Gametype

    Just noticed a slight issue that I don't know if people care to think about. If you use the "Assault" phase, you can only adjust the Detonation or "Fuse" time, and the Disarm Time. Is it automatically set to 5 Seconds for the Arm Time to arm the bomb? Issues: -Teams option needs Locked. -When going to the final phase on Invexion with default settings, I noticed there was an Ordnance waypoint marker for something on the map and then it disappeared. The capture zone has no waypoint so idk if it was supposed to stick as that or if the waypoint went away. I have no clue. -Ordnance/Weapon markers: Need to stay up for probably 10-15 seconds. As-is I barely get a good look and the markers disappear.
  7. Modding

    I wonder *if* Halo 2 Anniversary is being developed that the multiplayer will be a beta for H5.
  8. General

    I figured you'd say that. I'd understand that you couldn't access the mini-view on the upper-left side, but the reason that widgets couldn't be placed in other accessible places is beyond me. I just thought I'd throw that suggestion out there for someone who may be wondering.
  9. General

    I just realized this and couldn't figure anything out on it, but is there a possibility that that specific area of the HUD would work for widgets as well? I understand people have tried bottom-middle and left sides of the HUD, but I'm assuming unless it's a valid value for a widget then it just defaults to the bottom-middle. For those of you who don't know what I'm talking about, when John-117 gets the HAVOK Nuclear Device (bomb) in the final mission, there's what appears to be a widget displayed on the upper-right side of the screen, along with a corresponding icon (nuclear) indicating that you are carrying it. Can this location somehow be utilized for widgets as well? Has anyone even thought of this or tried?
  10. General

    Your #1 actually works in-game. It's an Extraction Banner for the HUD, however it's incomplete, so the color is white instead of a transparent blue. And there's no animation.
  11. Gametype

    You can just set weapon damage to 0 in-game and lock the option, couldn't you? That way if people try to use different weapons, it won't break the gametype.
  12. Gametype

    No idea. However, if that doesn't work, you COULD give everyone a plasma pistol, set the damage for it to 0, set fall damage to 0, and just do a check on a player's shields. If the shields are less than 95% (to be safe), then it's assumed the player was tagged, since a melee would be the only thing that could do damage. So you could then use that condition to determine if a player was tagged.
  13. Gametype

    What about using: DamageReportingType:--->Generic Melee Damage Couldn't you use it as a condition to see if anyone received damage via melee and then apply the proper Freeze to said player?
  14. Support

    I'm unsure how you have backfield spawning working internally, but maybe if I throw an idea out at you then it COULD work: Attach an "area" to the camera when it becomes active Spawn at either your "backfield" or "current phase" spawn Move player to fireteam bro's attached "area" Maybe something of that sort could work? Of course this is assuming that your fireteam bro is still alive and you can figure out how to differentiate whether you want to backfield spawn and away from your Bro. Probably assign a loadout to your Bro spawn and do the above? Idk honestly. Just throwing ideas out there.