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7ime

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Everything posted by 7ime

  1. Well here they are, the latest versions of my Mythic/Bonus Slayer gametypes for Halo: Reach. SvE Mythic Slayer; Spartans vs. Elites; V1.50 Kilo Sparty Mythic Slayer; Spartans Only; V1.50 Lima Covy Mythic Slayer; Elites Only; V1.50 Lima If you prefer CON files, you can find them here; courtesy of FreedTerror; need to be rehashed and resigned to a profile Videos: GameType Features: award_points Filter; biped Filter prior to V1.32; awards points for the destruction of the object, explosives do not work awards points based on spawn sequences; only in V1.30 and later zones will award points to players within the zones in V1.32 spawn sequence of 0 will end the game upon destruction or the entering of the zone in V1.32 health Filter; modifies the health/shields of an object by increments of ten, any spawn sequence works a spawn sequence less than -10 kills the object instantly a spawn sequence of -10 will allow players to pass through invisible boundaries if they walk through the boundary of the object, only use on objects that actually have health, do not use with other players, only in V1.33 set the boundary and anything with in it will change health/shield momentarily or instantly die, only available in V1.30 and greater updated in V1.32 vincibility_zone Filter; when invincibility is enabled, creates a zone where you can die; updated in V1.31 if the spawn sequence is negative it will make objects invincible for the rest of the game; only in V1.31 and later detach_zone Filter; detaches objects within the zone, if the spawn sequence is 0 it will detach everything if the spawn sequence is 1 it will detach everything labeled attachment if the spawn sequence is 2 it will drop the player's weapons, only in V1.26 and greater if the spawn sequence is 3 it will drop and delete the weapons of bipeds spawned between -1 and -13, only in V1.33 if the spawn sequence is 4 it will change the team of objects based on the object's team, only in V1.33 if the spawn sequence is 5 it will change the team of objects to none, object must match teams, only in V1.33; doesn't actually work? if the spawn sequence is 6 it will hide the boundary of all objects within its boundary, only in V1.33 if the spawn sequence is 7 it will shrink everyone's primary gun. if the spawn sequence is -1 it will detach everything not belonging to a player if the spawn sequence is -2 it will turn the player into a monitor, only in V1.27 and greater if the spawn sequence is -3 it will turn the player into a monitor with a Scorpion turret, only in V1.33 if the spawn sequence is -4 it will turn the player into a monitor with a Wraith turret, only in V1.33 if the spawn sequence is -5 it will turn the player into a monitor with a Falcon turret, only in V1.33 if the spawn sequence is -6 it will turn the player into a monitor with a Revenant turret, only V1.33 if the spawn sequence is -7 the base object will attach to the player; prop hunt anyone? only in V1.50 lift Filter; works like a zone, needs a boundary, only in V1.27 and greater if the spawn sequence is 0 it will push up players only if the spawn sequence is 1 it will push up all objects excluding the object itself if the spawn sequence is 2 it will push up all objects including the object itself if the spawn sequence is 3 it will rotate the object by 90 degrees when a player enters the zone; only in V1.32 if the spawn sequence is 4 the object will continually rotate by 90 degree about the y-axis; only in V1.32 if the spawn sequence is -1 it will push up the object with the label; only in V1.28 and greater if the spawn sequence is -2 it will push up the object when a player is within the boundary; only in V1.32 if the spawn sequence is -3 it will make the object seemingly disappear when a player enters the zone, use on movable objects; only in V1.32 if the spawn sequence is -4 it will make the object seemingly appear when a player enters the zone, use on movable objects; only in V1.33 if the spawn sequence is -5 it will make the object seemingly disappear when a player enters the zone, use on non-movable objects; only in V1.33 if the spawn sequence is -6 it will make the object seemingly appear when a player enters the zone, use on non-movable objects; only in V1.33 if the spawn sequence is greater than 6, its object at the equivalent negative spawn sequence will have the same rotation; only in V1.33 if the spawn sequence is greater than 24, its object at the equivalent negative spawn sequence will have the same rotation only on the x-axis; only in V1.33 bro_spawn_loc Filter; provides a spawn location choice if the user option permits; only in V1.30 and later team_ffa; a negative spawn sequence means it will only show up in free for all a positive spawn sequence means it will only show up in team matches switch; Does not work on explosives. if the spawn sequence is negative it will have a waypoint and will spawn a fusion coil contraption to blow up. switch_door; when an object with the switch label is destroyed and has a spawn sequence with the same absolute value; a positive spawn sequence will disappear. It will explode if less than 50. a negative spawn sequence will appear. a spawn sequence of negative 50 or less will disappear the next time the switch is destroyed a spawn sequence of positive 50 or more will reappear the next time the switch is destroyed if you set a boundary on a vehicle, players within the vehicle will see its health; only in V1.30, only works when playing by yourself and therefore pointless. Tried to fix it, broke it. Post on latest changes. No more features will, nor can, be added. This would be because I have hit the limit on conditions as well as actions. Thanks for your interest. Please be aware that it is safe to say that if an object hasn't already been added to the gametype then it can't be; this includes flyable Phantoms, Longswords, and Mac Cannons. It is also worth noting that AI cannot be added, this includes everything from ODSTs to Hunters and Grunts. Weather and weapon/vehicle tuning are also impossible things to achieve. It's also safe to say that any forum topic around here that has the blue .map preceding the title is not possible to achieve in a gametype. For a gametype ready to play on any map check out Weapon Wielders and Strife. Also check out Mythic Infection.
  2. Gametype

    Well, many have been asking for quite awhile so here's a little something, something. SvE Mythic Infection V1.40 Delta If you prefer CON files, you can find them here; courtesy of FreedTerror; need to be rehashed and resigned to a profile Not everything is exactly the same, bro_spawn_loc and award_points, and not everything made it over from Mythic Slayer. Most notably, the spawner label didn't make it over. I did try and I may try again but it might just be too large to add unless I missed something I haven't recognized yet. In the gametype options you'll notice options to choose how the alphas, zombies, and humans spawn. Zombies are Elites while humans are Spartans so the humans can spawn in UNSC vehicles while the zombies can spawn in Covenant vehicles. They both also have the option to spawn as monitors. It should be noted that the player traits must allow for vehicle usage in order for the players to spawn in vehicles.The ability to disable safe havens has been moved under the Haven Timer option in order to make room for the spawn options.On another note, I decided to make the alphas scaled to 125%. Object Filters:switch Filter;Does not work on explosives.if the spawn sequence is negative it will have a waypoint and will spawn a fusion coil contraption to blow up.switch_door Filter;when an object with the switch label is destroyed and has a spawn sequence with the same absolute value;a positive spawn sequence will disappear. It will explode if less than 50.a negative spawn sequence will appear.a spawn sequence of negative 50 or less will disappear the next time the switch is destroyeda spawn sequence of positive 50 or more will reappear the next time the switch is destroyedattach_base Filter; the base object when attaching objects negative spawn sequences attach everything excluding spartans, elites, and monitors that are within it's boundary, less than negative 50 will also attach spartans, elites, and monitors attachment Filter; the object that will be attached to the base object with the same spawn sequence, based on the absolute value negative spawn sequences allow you to fire the vehicle, less than negative 50 hides the vehicles body; should only be used on scorpions, wraiths, and revenants; also use on Warthogs and Shade turrets if the spawn sequence is greater than or equal to 75 you will also be able to enter the attached vehicle; expect connection advantages, you've been warned. scale Filter; scales objects by increments of ten, any spawn sequence works. Works on objects with normal physics or other objects once they are destroyed and respawn set the boundary and anything with in it will change size civilian Filter; removes things such as turrets from vehicles; positive spawn sequences only disables vehicles' ability to shoot weapons; negative spawn sequences award_points Filter; awards points for the destruction of the object, explosives do not work awards points based on spawn sequences spawn sequence of 0 will end the game upon destruction or the entering of the zone and will award zombie victory or survival victory points; touched up in V1.40 Delta health Filter; modifies the health/shields of an object by increments of ten, any spawn sequence works a spawn sequence less than -10 kills the object instantly a spawn sequence of -10 will allow players to pass through invisible boundaries if they walk through the boundary of the object, only use on objects that actually have health, do not use with other players set the boundary and anything with in it will change health/shield momentarily or instantly die detach_zone Filter; detaches objects within the zone, if the spawn sequence is 0 it will detach everything if the spawn sequence is 1 it will detach everything labeled attachment if the spawn sequence is 2 it will drop the player's weapons, only in V1.26 and greater if the spawn sequence is 3 it will drop and delete the weapons of bipeds spawned between -1 and -13 from the spawner label if the spawn sequence is 4 it will change the team of objects based on the object's team, not sure of it's effect on Infection if the spawn sequence is 5 it will change the team of objects to none, object must match teams, doesn't actually work? if the spawn sequence is 6 it will hide the boundary of all objects within its boundary if the spawn sequence is 7 it will shrink everyone's primary gun. if the spawn sequence is -1 it will detach everything not belonging to a player if the spawn sequence is -2 it will turn the player into a monitor if the spawn sequence is -3 it will turn the player into a monitor with a Scorpion turret if the spawn sequence is -4 it will turn the player into a monitor with a Wraith turret if the spawn sequence is -5 it will turn the player into a monitor with a Falcon turret if the spawn sequence is -6 it will turn the player into a monitor with a Revenant turret if the spawn sequence is -7 the base object will attach to the player; prop hunt anyone? lift Filter; works like a zone, needs a boundary for spawn sequences less than 25 if the spawn sequence is 0 it will push up players only if the spawn sequence is 1 it will push up all objects excluding the object itself if the spawn sequence is 2 it will push up all objects including the object itself if the spawn sequence is 3 it will rotate the object by 90 degrees when a player enters the zone if the spawn sequence is 4 the object will continually rotate by 90 degree about the y-axis if the spawn sequence is -1 it will push up the object with the label if the spawn sequence is -2 it will push up the object when a player is within the boundary if the spawn sequence is -3 it will make the object seemingly disappear when a player enters the zone, use on movable objects if the spawn sequence is -4 it will make the object seemingly appear when a player enters the zone, use on movable objects if the spawn sequence is -5 it will make the object seemingly disappear when a player enters the zone, use on non-movable objects if the spawn sequence is -6 it will make the object seemingly appear when a player enters the zone, use on non-movable objects if the spawn sequence is greater than 6, its object at the equivalent negative spawn sequence will have the same rotation if the spawn sequence is greater than 24, its object at the equivalent negative spawn sequence will have the same rotation only on the x-axis bro_spawn_loc Filter; provides a spawn location choice if there is at least one with a spawn sequence of one if the spawn sequence is -1 it will allow players to spawn on each other. Special thanks to Sparky and those who helped test it; it was quite enjoyable playing banshees versus scorpions. V1.40 Delta: alpha zombie fix, award point fix.
  3. Retail

    Here's another long over due tutorial, this time on making trait zones. This was written with an earlier version than 5040. You may or may not need to change the widget number depending on if your gametype already uses Widget0. It is also worth noting that only 4 traits can be shown within the gametype's options. 1. Add this to the StringTable: <String name="Alpha Traits"> <English>[Alpha: 0] Trait Zone Traits</English> <Japanese>[Alpha: 0] 形質ゾーンの特徴</Japanese> <German>[Alpha: 0] Merkmal Zone Merkmale</German> <French>[Alpha: 0] Caractéristiques du caractère zone</French> <Spanish>[Alpha: 0] Rasgos de la zona de rasgo</Spanish> <Mexican>[Alpha: 0] Rasgos de la zona de rasgo</Mexican> <Italian>[Alpha: 0] Tratti di zona del tratto</Italian> <Korean>[Alpha: 0] 기능 영역 기능</Korean> <ChineseTrad>[Alpha: 0] 功能區功能</ChineseTrad> <Portuguese>[Alpha: 0] Traços da área recursos</Portuguese> </String> <String name="Bravo Traits"> <English>[Bravo: 1] Trait Zone Traits</English> <Japanese>[Bravo: 1] 形質ゾーンの特徴</Japanese> <German>[Bravo: 1] Merkmal Zone Merkmale</German> <French>[Bravo: 1] Caractéristiques du caractère zone</French> <Spanish>[Bravo: 1] Rasgos de la zona de rasgo</Spanish> <Mexican>[Bravo: 1] Rasgos de la zona de rasgo</Mexican> <Italian>[Bravo: 1] Tratti di zona del tratto</Italian> <Korean>[Bravo: 1] 기능 영역 기능</Korean> <ChineseTrad>[Bravo: 1] 功能區功能</ChineseTrad> <Portuguese>[Bravo: 1] Traços da área recursos</Portuguese> </String> <String name="Trait Zone Desc"> <English>Traits applied to players within a Trait Zone.</English> <Japanese>形質ゾーン内のプレーヤーに適用される特性。</Japanese> <German>Merkmale, die auf Spieler innerhalb einer Trait-Zone angewendet.</German> <French>Caractéristiques appliquées aux joueurs au sein d'une Zone de Trait des traits.</French> <Spanish>Rasgos aplicados a los jugadores dentro de una zona de rasgo.</Spanish> <Mexican>Rasgos aplicados a los jugadores dentro de una zona de rasgo.</Mexican> <Italian>Elementi applicati ai giocatori all'interno di una zona caratteristica</Italian> <Korean>특성 특성 영역 내에서 플레이어에 게 적용 합니다.</Korean> <ChineseTrad>應用於球員特質區域內的性狀。</ChineseTrad> <Portuguese>Traços aplicados a jogadores dentro de uma zona de traço.</Portuguese> </String> <String name="Traits Applied"> <English>Traits Applied</English> <Japanese>適用の特徴</Japanese> <German>Merkmale Angewendet</German> <French>Appliquée des traits</French> <Spanish>Rasgos Aplicados</Spanish> <Mexican>Rasgos Aplicados</Mexican> <Italian>Tratti Applicati</Italian> <Korean>특성 적용</Korean> <ChineseTrad>應用特性</ChineseTrad> <Portuguese>Traços Aplicados</Portuguese> </String>2. Add this to the PlayerTraits: <entry nameIndex="Alpha Traits" descIndex="Trait Zone Desc" name="Alpha Trait Zone" /> <entry nameIndex="Bravo Traits" descIndex="Trait Zone Desc" name="Bravo Trait Zone" /> 3. Add this to the HudWidgets: <Widget position="4" name="Widget0" /> 4. Add this to the ObjectFilters: <Filter labelIndex="trait_zone" name="trait_zone"></Filter>5. Add this to the Triggers: <Trigger execMode="OnEachPlayer" name="TriggerWidgets"> <Elements> <E type="Action" name="WidgetSetText"> <Param type="Widget">Widget0</Param> <Param type="Tokens2" stringIndex="Traits Applied"></Param> </E> <E type="Action" name="WidgetSetPlayerVisibility"> <Param type="Widget">Widget0</Param> <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" /> <Param type="Bool">False</Param> </E> </Elements> </Trigger> <Trigger execMode="OnObjectFilter" name="TriggerTraitZone" objectFilter="trait_zone"> <Elements> <E type="Action" name="ObjectSetUnknownFilter"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" /> <Param type="EntityFilter" filterType="Any" /> </E> <E type="Action" name="ActivateTrigger"> <Param type="TriggerReference"> <T type="Trigger" trigType="Subroutine" execMode="OnEachPlayer" name="TriggerTraitZone_Sub1"> <Elements> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Team" varRefType="Object.OwnerTeam" dataType="Iterator.Object" /> <Param type="VarReference" varRefKind="Team" varRefType="Player.OwnerTeam" dataType="Iterator.Player" /> <Param type="ComparisonType">Equal</Param> </E> <E type="Condition" name="Comparison" unionGroupID="-3"> <Param type="VarReference" varRefKind="Team" varRefType="Object.OwnerTeam" dataType="Iterator.Object" /> <Param type="VarReference" varRefKind="Team" varRefType="ExplicitTeamType" dataType="TeamNeutral" /> <Param type="ComparisonType">Equal</Param> </E> <E type="Condition" name="ObjectIsInBoundary" unionGroupID="-2"> <Param type="ObjectReference" varRefType="Player.SlaveObject" dataType="Iterator.Player"></Param> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object"></Param> </E> <E type="Action" name="ActivateTrigger"> <Param type="TriggerReference"> <T type="Trigger" trigType="Subroutine" name="TriggerTraitZone_Sub1_Sub1"> <Elements> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Custom" varRefType="SpawnSequence" dataType="Iterator.Object" /> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">0</Param> <Param type="ComparisonType">Equal</Param> </E> <E type="Action" name="ApplyPlayerTraits"> <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player"></Param> <Param type="PlayerTraitsReference">Alpha Trait Zone</Param> </E> <E type="Action" name="WidgetSetPlayerVisibility"> <Param type="Widget">Widget0</Param> <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" /> <Param type="Bool">True</Param> </E> </Elements> </T> </Param> </E> <E type="Action" name="ActivateTrigger"> <Param type="TriggerReference"> <T type="Trigger" trigType="Subroutine" name="TriggerTraitZone_Sub1_Sub2"> <Elements> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Custom" varRefType="SpawnSequence" dataType="Iterator.Object" /> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">1</Param> <Param type="ComparisonType">Equal</Param> </E> <E type="Action" name="ApplyPlayerTraits"> <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player"></Param> <Param type="PlayerTraitsReference">Bravo Trait Zone</Param> </E> <E type="Action" name="WidgetSetPlayerVisibility"> <Param type="Widget">Widget0</Param> <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" /> <Param type="Bool">True</Param> </E> </Elements> </T> </Param> </E> </Elements> </T> </Param> </E> </Elements> </Trigger>
  4. Please note that this tutorial is not written using the newest version of KSoft but the old repack version. This tutorial is long overdue, but here it goes. If you would like to force someone's biped to a monitor in Halo Reach, simply add the following PlayerObject and Trigger. 1. Add PlayerObject0 to Objects under PlayerVariables <PlayerVariables> <Objects> <var networkState="HighPriority" name="PlayerObject0" /> </Objects> </PlayerVariables>2. Add this trigger under Triggers <Trigger execMode="OnEachPlayer" name="TriggerMonitor"> <Elements> <E type="Condition" name="ObjectIsSameType" unionGroupID="-2"> <Param type="ObjectReference" varRefType="Player.SlaveObject" dataType="Iterator.Player"></Param> <Param type="ObjectTypeIndex">spartan</Param> </E> <E type="Condition" name="ObjectIsSameType" unionGroupID="-3"> <Param type="ObjectReference" varRefType="Player.SlaveObject" dataType="Iterator.Player"></Param> <Param type="ObjectTypeIndex">elite</Param> </E> <E type="Action" name="CreateObject"> <Param type="ObjectTypeIndex">monitor</Param> <Param type="ObjectReference" varRefType="Player.ObjectVar" dataType="Iterator.Player">PlayerObject0</Param> <Param type="ObjectReference" varRefType="Player.SlaveObject" dataType="Iterator.Player"></Param> <Param type="ObjectFilterIndex">NONE</Param> <Param type="CreateObjectFlags">0</Param> <Param type="UInt24">7</Param> <Param type="NameIndex">NONE</Param> </E> <E type="Action" name="DeleteObject"> <Param type="ObjectReference" varRefType="Player.SlaveObject" dataType="Iterator.Player"></Param> </E> <E type="Action" name="PlayerSetUnit"> <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player"></Param> <Param type="ObjectReference" varRefType="Player.ObjectVar" dataType="Iterator.Player">PlayerObject0</Param> </E> </Elements>
  5. I've looked into this, I've changed a mistake, and it still doesn't seem to work. Maybe it can't be changed back to FFA. And for the record, when teams are off you can still have teams, just like in Infection and my Strife gametype. You just can't have team scoring. As we have talked, I think it might be the map you're placing them on because they work fine for me on a map without much else. Using a grenade as a spawn is indeed a bad idea as well. Just use spawn sequence 2 or 3 instead in order to truly drop their weapons. And here you have the updated versions of Covy and Sparty M.S. Covy Mythic Slayer V1.50 Lima Sparty Mythic Slayer V1.50 Lima And when you follow those links you might just also happen to run into a brand new SvE Mythic Infection. Mythic Infection topic.
  6. Gametype

    Well here's a little mini game, that few will play, I threw together that resembles Tron. File Share Download If you prefer CON files, you can find them here; courtesy of FreedTerror; need to be rehashed and resigned to a profile So the premise is pretty simple, go fast enough and zones will spawn behind you that kill anyone that enters them. Pointless Picture In the settings you will find the options to... ...select what vehicle for everyone to spawn in. ...remove weapons from those vehicles. ...select a minimum speed at which everyone must at least travel. ...enable rally points like in Rocket Race. ...select the amount of points for killing an enemy with your "light ribbon," your zones. [tested locally] ...select the amount of points for killing a friendly with your light ribbon. [tested locally] ...select kill, death, suicide, and betrayal points. ...select for how long the zones stay before being deleted, the more players the shorter you'll want. ...enable bro-spawning. ...select player size. Disabling friendly fire will make it so that friendlies can drive through your light ribbon unharmed. If you think the minimum speed feature drains players' health too fast simply give them more health within the base player traits menu. A lot of the gametype labels carry over from my Mythic Slayer gametypes but not all. The gametype label rally_flag is used for the rally points option and are the same labels as used in rocket race. I won't lie, I know it could be better and I haven't really been able to test it with many people over Xbox Live so, I'll have the .xml file available here to view if you're interested. By the way, it uses code from .4912. I will also say that I forgot to require the map to have the vehicles so don't expect to say spawn in tanks on Countdown.
  7. Finally got around to making the survival tier better and added a couple of things, so here's its official thread. Weapon Wielders; V1.20 If you prefer CON files, you can find them here; courtesy of FreedTerror; need to be rehashed and resigned to a profile Now you can choose between playing Gun Game and Sharpshooter all within one gametype. SharpShooter options are only available in versions newer than V1.17. User Defined Options Fiesta - determines the order of the weapons received: ascend, descend, random Weapon Timer - determines how often new weapons are awarded. When disabled, players will get new weapons when they earn a kill. Handicap Timer - GunGame: determines if a player automatically gets promoted after being stuck on a single weapon for a settable amount of time. SharpShooter: offers the possibility of a grenade. Survival Timer - GunGame: determines how much time players have to demote a player who has completed the final tier. SharpShooter: doesn't do anything. Lowest Tier - GunGame: determines the lowest possible tier to get demoted to: -1, 0, disabled/-infinity. SharpShooter: doesn't do anything. Assassination Bonus - determines if the killer gets promoted and if the assassinatee gets demoted Sticky Bonus - determines if the killer gets promoted and if the assassinatee gets demoted Pummel Bonus - determines if the killer gets promoted and if the assassinatee gets demoted Grenade Bonus - GunGame: determines if a player receives a new grenade with a sticky kill or when the handicap timer is up. Or even when the weapon timer is up during sharpshooter style play. Spawn - determines if players spawn as monitors Invincibility - determines if every object, including players, is indestructible. Removed from V1.20 A promotion in GunGame is equivalent to earning a point in SharpShooter, so if the Pummel Bonus is set to Promote with SharpShooter activated then killing someone with a pummel will earn you a point. A demotion in GunGame is equivalent to loosing a point in SharpShooter, so if the Pummel Bonus is set to Demote with SharpShooter activated then killing someone with a pummel will make that player loose a point.
  8. I don't really feel like I should double post, but I also feel like no one will know that I updated this if I don't. This update does change some things but it ultimately brings the ability to play a game much like Sharpshooter. Simply change the in-game option labeled Weapon Timer to something other than disabled. Time interval options include 15, 30, 45, 60, 75, and 90 seconds. The game will end once you have gone through all 16 weapons. If everyone in the game happens to be dead, the weapon timer will not count down. I'm kind of regretting giving flags to people at the very end because they can drop them but I thought it would look cool and I'm too lazy to change it now. Not many gametype labels because I'm lazy and don't want to add more variables than I have to. New in Version 1.20 Added a weapon timer in order to play Sharpshooter. Players can no longer earn points with the Gravity Hammer causing a more suspenseful survival mode. The survival timer will no longer count down while the player is dead. Invincibility option has been removed as there was really no reason for it. Removed harmless and vincibility_zone labels. Updated scale, civilian, attach_base, and attachment labels to match those in Mythic Slayer V1.50. When a player joins in, the handicap timer will have an additional 5 seconds for that player because of the initial loadout selection. Behind the scenes code updates. I've tested everything on my own but not with others this time around so let me know if you run across something weird.
  9. A welcome to all of the new faces; thanks for joining us. If only you saw the version that I created on your request before I scrapped it. I doubt you'll respond because this is a really late reply but if I'm not mistaken, I don't think the plasma cannons will work when playing over Xbox Live. The only way that you could possibly achieve this in this gametype would be to use an attach_base label with a negative spawn sequence. You could theoretically move Spartans, Elites, and Monitors by attaching them to something, and then possibly detach them. In fact, if you really wanted to make them somewhat move in a line, you could use a chain of negative attach_base objects that spawn in at later times. I'm not going to go into depth because it's kind of convoluted to do within this gametype but someone could do it within another gametype. Stated a while ago and now added to the OP: "note that armor abilities automatically have a zone even if it is set to none; you must select a shape and then set all parameters to zero"
  10. Retail

    Again, I'm not too sure that there is really much interest left in this but in case there is somebody out there, here is where my trait_zone filter ended. First off, this code adds one more trait and allows traits to be applied to weapons and armor abilities without zones. So when a player picks up a weapon with the label but without a zone, they will automatically receive the traits assuming their teams match. It is necessary to note however that armor abilities automatically have zones so you'll actually need to set the zone of an armor ability to a sphere and then set all of the parameters to zero for this to work. You'll want to replace step five from the original post with this updated trigger. <Trigger execMode="OnObjectFilter" name="TriggerTraitZone" objectFilter="trait_zone"> <Elements> <E type="Action" name="ObjectSetBoundaryVisibilityFilter"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" /> <Param type="EntityFilter" filterType="Any" /> </E> <E type="Action" name="ActivateTrigger"> <Param type="TriggerReference"> <T type="Trigger" trigType="Subroutine" execMode="OnEachPlayer" name="TriggerTraitZone_Sub1"> <Elements> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Team" varRefType="Object.OwnerTeam" dataType="Iterator.Object" /> <Param type="VarReference" varRefKind="Team" varRefType="Player.OwnerTeam" dataType="Iterator.Player" /> <Param type="ComparisonType">Equal</Param> </E> <E type="Condition" name="Comparison" unionGroupID="-3"> <Param type="VarReference" varRefKind="Team" varRefType="Object.OwnerTeam" dataType="Iterator.Object" /> <Param type="VarReference" varRefKind="Team" varRefType="ExplicitTeamType" dataType="TeamNeutral" /> <Param type="ComparisonType">Equal</Param> </E> <E type="Action" name="ActivateTrigger"> <Param type="TriggerReference"> <T type="Trigger" trigType="Subroutine" name="TriggerTraitZone_Sub1_Sub1"> <Elements> <E type="Action" name="ItemGetOwnerPlayer"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" /> <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="GlobalPlayer1" /> </E> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Player" varRefType="ExplicitPlayerType" dataType="GlobalPlayer1" /> <Param type="VarReference" varRefKind="Player" varRefType="ExplicitPlayerType" dataType="Iterator.Player"></Param> <Param type="ComparisonType">Equal</Param> </E> <E type="Action" name="ActivateTrigger"> <Param type="TriggerReference"> <T type="Trigger" trigType="Subroutine" name="TriggerTraitZone_Sub1_Sub1"> <Elements> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Custom" varRefType="SpawnSequence" dataType="Iterator.Object" /> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">0</Param> <Param type="ComparisonType">Equal</Param> </E> <E type="Action" name="ApplyPlayerTraits"> <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player"></Param> <Param type="PlayerTraitsReference">Alpha Trait Zone</Param> </E> <E type="Action" name="WidgetSetPlayerVisibility"> <Param type="Widget">Widget0</Param> <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" /> <Param type="Bool">True</Param> </E> </Elements> </T> </Param> </E> <E type="Action" name="ActivateTrigger"> <Param type="TriggerReference"> <T type="Trigger" trigType="Subroutine" name="TriggerTraitZone_Sub1_Sub1"> <Elements> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Custom" varRefType="SpawnSequence" dataType="Iterator.Object" /> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">1</Param> <Param type="ComparisonType">Equal</Param> </E> <E type="Action" name="ApplyPlayerTraits"> <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player"></Param> <Param type="PlayerTraitsReference">Bravo Trait Zone</Param> </E> <E type="Action" name="WidgetSetPlayerVisibility"> <Param type="Widget">Widget0</Param> <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" /> <Param type="Bool">True</Param> </E> </Elements> </T> </Param> </E> <E type="Action" name="ActivateTrigger"> <Param type="TriggerReference"> <T type="Trigger" trigType="Subroutine" name="TriggerTraitZone_Sub1_Sub2"> <Elements> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Custom" varRefType="SpawnSequence" dataType="Iterator.Object" /> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">2</Param> <Param type="ComparisonType">Equal</Param> </E> <E type="Action" name="ApplyPlayerTraits"> <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player"></Param> <Param type="PlayerTraitsReference">Charlie Trait Zone</Param> </E> <E type="Action" name="WidgetSetPlayerVisibility"> <Param type="Widget">Widget0</Param> <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" /> <Param type="Bool">True</Param> </E> </Elements> </T> </Param> </E> </Elements> </T> </Param> </E> <E type="Condition" name="ObjectIsInBoundary" unionGroupID="-2"> <Param type="ObjectReference" varRefType="Player.SlaveObject" dataType="Iterator.Player"></Param> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object"></Param> </E> <E type="Action" name="ActivateTrigger"> <Param type="TriggerReference"> <T type="Trigger" trigType="Subroutine" name="TriggerTraitZone_Sub1_Sub1"> <Elements> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Custom" varRefType="SpawnSequence" dataType="Iterator.Object" /> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">0</Param> <Param type="ComparisonType">Equal</Param> </E> <E type="Action" name="ApplyPlayerTraits"> <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player"></Param> <Param type="PlayerTraitsReference">Alpha Trait Zone</Param> </E> <E type="Action" name="WidgetSetPlayerVisibility"> <Param type="Widget">Widget0</Param> <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" /> <Param type="Bool">True</Param> </E> </Elements> </T> </Param> </E> <E type="Action" name="ActivateTrigger"> <Param type="TriggerReference"> <T type="Trigger" trigType="Subroutine" name="TriggerTraitZone_Sub1_Sub2"> <Elements> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Custom" varRefType="SpawnSequence" dataType="Iterator.Object" /> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">1</Param> <Param type="ComparisonType">Equal</Param> </E> <E type="Action" name="ApplyPlayerTraits"> <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player"></Param> <Param type="PlayerTraitsReference">Bravo Trait Zone</Param> </E> <E type="Action" name="WidgetSetPlayerVisibility"> <Param type="Widget">Widget0</Param> <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" /> <Param type="Bool">True</Param> </E> </Elements> </T> </Param> </E> <E type="Action" name="ActivateTrigger"> <Param type="TriggerReference"> <T type="Trigger" trigType="Subroutine" name="TriggerTraitZone_Sub1_Sub3"> <Elements> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Custom" varRefType="SpawnSequence" dataType="Iterator.Object" /> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">2</Param> <Param type="ComparisonType">Equal</Param> </E> <E type="Action" name="ApplyPlayerTraits"> <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player"></Param> <Param type="PlayerTraitsReference">Charlie Trait Zone</Param> </E> <E type="Action" name="WidgetSetPlayerVisibility"> <Param type="Widget">Widget0</Param> <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" /> <Param type="Bool">True</Param> </E> </Elements> </T> </Param> </E> </Elements> </T> </Param> </E> </Elements> </Trigger>You'll also need to add the following to the string table: <String name="Charlie Traits"> <English>[Charlie: 2] Trait Zone Traits</English> <Japanese>[Charlie: 2] 形質ゾーンの特徴</Japanese> <German>[Charlie: 2] Merkmal Zone Merkmale</German> <French>[Charlie: 2] Caractéristiques du caractère zone</French> <Spanish>[Charlie: 2] Rasgos de la zona de rasgo</Spanish> <Mexican>[Charlie: 2] Rasgos de la zona de rasgo</Mexican> <Italian>[Charlie: 2] Tratti di zona del tratto</Italian> <Korean>[Charlie: 2] 기능 영역 기능</Korean> <ChineseTrad>[Charlie: 2] 功能區功能</ChineseTrad> <Portuguese>[Charlie: 2] Traços da área recursos</Portuguese> </String>Along with the following under player traits: <entry nameIndex="Charlie Traits" descIndex="Trait Zone Desc" name="Charlie Trait Zone" />
  11. Retail

    Please note that this tutorial is not written using the newest version of KSoft but the old repack version, although should work with .5040 also. Explanation courtesy of OrangeMohawk: "Set the "scale" object filter on the items you want affected. The scale percentage will be determined by 10 times the spawn sequence number plus 100." So if you set the spawn sequence to 1 the object will be 110% it's original size while a spawn sequence of -1 will give give you an object 90% it's original size. A spawn sequence of ten will create an object twice it's original size. It is also important to note, as FreedTerror mentioned, object scaling ingame works best on objects with normal physics. "If you want to make an object float and scale to work, set the object to phased or fixed then without grabbing the object set the physics to normal. Depending on the object, it should stay in place and scale should work." Now object scaling is relatively simple, but I believe that it is important to have a standard scaling system; here is what I use in my newest gametypes. 1. Add this string under Strings <String name="scale"> <String>scale</String> </String>2. Add scale under ObjectFilters <ObjectFilters> <Filter labelIndex="scale" name="scale" /> </ObjectFilters>3. Add ObjectNumeric0 to Numeric under ObjectVariables <ObjectVariables> <Numeric> <Var name="ObjectNumeric0" varRefType="Int16">0</Var> </Numeric> </ObjectVariables>4. Add the following trigger to Triggers <Trigger execMode="OnObjectFilter" name="TriggerScale" objectFilter="scale"> <Elements> <E type="Action" name="VariableOperation"> <Param type="VarReference" varRefKind="Custom" varRefType="Object.NumericVar" dataType="Iterator.Object">ObjectNumeric0</Param> <Param type="VarReference" varRefKind="Custom" varRefType="SpawnSequence" dataType="Iterator.Object"></Param> <Param type="OperationType">Set</Param> </E> <E type="Action" name="VariableOperation"> <Param type="VarReference" varRefKind="Custom" varRefType="Object.NumericVar" dataType="Iterator.Object">ObjectNumeric0</Param> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">10</Param> <Param type="OperationType">Multiply</Param> </E> <E type="Action" name="VariableOperation"> <Param type="VarReference" varRefKind="Custom" varRefType="Object.NumericVar" dataType="Iterator.Object">ObjectNumeric0</Param> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">100</Param> <Param type="OperationType">Add</Param> </E> <E type="Action" name="ObjectScale"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" /> <Param type="CustomReference" varRefType="Object.NumericVar" dataType="Iterator.Object">ObjectNumeric0</Param> </E> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Custom" varRefType="SpawnSequence" dataType="Iterator.Object" /> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">-9</Param> <Param type="ComparisonType">LessThan</Param> </E> <E type="Action" name="ObjectScale"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" /> <Param type="CustomReference" varRefType="Int16">1</Param> </E> </Elements> </Trigger>
  12. Retail

    I'm not too sure anyone's really interested but in case they are, here is the code that I use now that also changes the scale of whatever object is within the base object's boundary. You could always turn this into a subtrigger and put it within a local trigger but I'm not too convinced that it runs very well when doing that. Replace the code from step 4 in the OP with this instead if you'd like: <Trigger execMode="OnObjectFilter" name="TriggerScale" objectFilter="scale"> <Elements> <E type="Action" name="VariableOperation"> <Param type="VarReference" varRefKind="Object" varRefType="ExplicitObjectType" dataType="GlobalObject0"></Param> <Param type="VarReference" varRefKind="Object" varRefType="ExplicitObjectType" dataType="NONE"></Param> <Param type="OperationType">Set</Param> </E> <E type="Action" name="VariableOperation"> <Param type="VarReference" varRefKind="Custom" varRefType="Object.NumericVar" dataType="Iterator.Object">ObjectNumeric0</Param> <Param type="VarReference" varRefKind="Custom" varRefType="SpawnSequence" dataType="Iterator.Object"></Param> <Param type="OperationType">Set</Param> </E> <E type="Action" name="VariableOperation"> <Param type="VarReference" varRefKind="Custom" varRefType="Object.NumericVar" dataType="Iterator.Object">ObjectNumeric0</Param> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">10</Param> <Param type="OperationType">Multiply</Param> </E> <E type="Action" name="VariableOperation"> <Param type="VarReference" varRefKind="Custom" varRefType="Object.NumericVar" dataType="Iterator.Object">ObjectNumeric0</Param> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">100</Param> <Param type="OperationType">Add</Param> </E> <E type="Action" name="VariableOperation"> <Param type="VarReference" varRefKind="Object" varRefType="ExplicitObjectType" dataType="GlobalObject0"></Param> <Param type="VarReference" varRefKind="Object" varRefType="ExplicitObjectType" dataType="Iterator.Object"></Param> <Param type="OperationType">Set</Param> </E> <E type="Action" name="ActivateTrigger"> <Param type="TriggerReference"> <T type="Trigger" trigType="Subroutine" name="TriggerScale_SubNegative"> <Elements> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Custom" varRefType="SpawnSequence" dataType="Iterator.Object" /> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">-9</Param> <Param type="ComparisonType">LessThan</Param> </E> <E type="Action" name="VariableOperation"> <Param type="VarReference" varRefKind="Custom" varRefType="Object.NumericVar" dataType="Iterator.Object">ObjectNumeric0</Param> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">1</Param> <Param type="OperationType">Set</Param> </E> </Elements> </T> </Param> </E> <E type="Action" name="ObjectScale"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" /> <Param type="CustomReference" varRefType="Object.NumericVar" dataType="Iterator.Object">ObjectNumeric0</Param> </E> <E type="Action" name="ObjectSetBoundaryVisibilityFilter"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" /> <Param type="EntityFilter" filterType="Any" /> </E> <E type="Action" name="ActivateTrigger"> <Param type="TriggerReference"> <T type="Trigger" trigType="Subroutine" execMode="OnEachObject" name="TriggerScale_Sub0"> <Elements> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Team" varRefType="Object.OwnerTeam" dataType="GlobalObject0" /> <Param type="VarReference" varRefKind="Team" varRefType="Object.OwnerTeam" dataType="Iterator.Object" /> <Param type="ComparisonType">Equal</Param> </E> <E type="Condition" name="Comparison" unionGroupID="-3"> <Param type="VarReference" varRefKind="Team" varRefType="Object.OwnerTeam" dataType="GlobalObject0" /> <Param type="VarReference" varRefKind="Team" varRefType="ExplicitTeamType" dataType="TeamNeutral" /> <Param type="ComparisonType">Equal</Param> </E> <E type="Condition" name="ObjectIsInBoundary" unionGroupID="-2"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object"></Param> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="GlobalObject0"></Param> </E> <E type="Action" name="ObjectScale"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" /> <Param type="CustomReference" varRefType="Object.NumericVar" dataType="GlobalObject0">ObjectNumeric0</Param> </E> </Elements> </T> </Param> </E> </Elements> </Trigger> You'll also need to add GlobalObject0 to step 3 like so: <GlobalVariables> <Object> <Var name="GlobalObject0"</Var> </Object> </GlobalVariables> <ObjectVariables> <Numeric> <Var name="ObjectNumeric0" varRefType="Int16">0</Var> </Numeric> </ObjectVariables> For fixed or phased objects, I suggest setting their spawn sequence to 1 and setting it to not spawn at start so that it will actually scale. On a side note, the way this is set up, you could use a global numeric instead of an object numeric if you wanted.
  13. I think that the switch and switch_door labels that I've added to the latest version of Mythic Slayer are pretty cool and hopefully you think so as well. Here should be all of the code used to make it work for your viewing desire. For those not aware, here is a crappy description: Switch Label Does not work on explosives. if the spawn sequence is negative it will have a waypoint and will spawn a fusion coil contraption to blow up. Switch_Door Label when an object with the switch label is destroyed and has a spawn sequence with the same absolute value; a positive spawn sequence will disappear. It will explode if less than 50. a negative spawn sequence will appear. a spawn sequence of negative 50 or less will disappear the next time the switch is destroyed a spawn sequence of positive 50 or more will reappear the next time the switch is destroyed Basically when the switch is destroyed something will happen to the switch label. As usual, this tutorial is written using an earlier version than .5040 so if you're using the newer version you would have to change some things such as the Uint24's. And of course you can some variables around if you've already used them for some reason but most of them are just used as scratch variables anyways. 1. Add the following strings to the string table like so: <StringTable baseNameIndex="BaseName"> <String name="switch"> <String>switch</String> </String> <String name="switch_door"> <String>switch_door</String> </String> <String name="migration"> <String>migration</String> </String> </StringTable> 2. Add the following object filters: <ObjectFilters> <Filter labelIndex="switch" name="switch" /> <Filter labelIndex="switch_door" name="switch_door" /> <Filter labelIndex="migration" name="migration"></Filter> </ObjectFilters>3. Add the following object variables if you have not already: <GlobalVariables> <Numeric> <Var name="GlobalNumeric2" varRefType="Int16">1</Var> <Var name="GlobalNumeric4" varRefType="Int16">0</Var> </Numeric> <Objects> <var name="GlobalObject0" /> <var name="GlobalObject1" /> <var name="GlobalObject2"></var> <var name="GlobalObject6" /> </Objects> </GlobalVariables> <ObjectVariables> <Numeric> <Var name="ObjectNumeric0" varRefType="Int16">0</Var> <Var networkState="HighPriority" name="ObjectNumeric1" varRefType="Int16">0</Var> </Numeric> <Objects> <var name="ObjectObject0" /> </Objects> </ObjectVariables>4. Add the following under an ObjectDeathEvent trigger like so: <Trigger trigType="ObjectDeathEvent" name="ObjectDeathEventTrigger"> <Elements> <E type="Action" name="VariableOperation"> <Param type="VarReference" varRefKind="Object" varRefType="ExplicitObjectType" dataType="GlobalObject1"></Param> <Param type="VarReference" varRefKind="Object" varRefType="ExplicitObjectType" dataType="_ObjectType13"></Param> <Param type="OperationType">Set</Param> </E> <E type="Action" name="ActivateTrigger"> <Param type="TriggerReference"> <T type="Trigger" trigType="Subroutine" name="ObjectDeathEventTrigger_SubSwitch"> <Elements> <E type="Condition" name="ObjectMatchesFilter" unionGroupID="-2"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="_ObjectType13" /> <Param type="ObjectFilterIndex">switch</Param> </E> <E type="Action" name="VariableOperation"> <Param type="VarReference" varRefKind="Custom" varRefType="Object.NumericVar" dataType="_ObjectType13">ObjectNumeric1</Param> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">1</Param> <Param type="OperationType">Set</Param> </E> <E type="Action" name="VariableOperation"> <Param type="VarReference" varRefKind="Custom" varRefType="Global.NumericVar">GlobalNumeric4</Param> <Param type="VarReference" varRefKind="Custom" varRefType="SpawnSequence" dataType="_ObjectType13"></Param> <Param type="OperationType">Set</Param> </E> <E type="Action" name="VariableOperation"> <Param type="VarReference" varRefKind="Custom" varRefType="Global.NumericVar">GlobalNumeric4</Param> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">-1</Param> <Param type="OperationType">Multiply</Param> </E> <E type="Action" name="ActivateTrigger"> <Param type="TriggerReference"> <T type="Trigger" trigType="Subroutine" execMode="OnObjectFilter" name="TriggerSwitchDoor_Sub1" objectFilter="switch_door"> <Elements> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Custom" varRefType="SpawnSequence" dataType="GlobalObject1" /> <Param type="VarReference" varRefKind="Custom" varRefType="SpawnSequence" dataType="Iterator.Object"></Param> <Param type="ComparisonType">Equal</Param> </E> <E type="Condition" name="Comparison" unionGroupID="-3"> <Param type="VarReference" varRefKind="Custom" varRefType="SpawnSequence" dataType="Iterator.Object" /> <Param type="VarReference" varRefKind="Custom" varRefType="Global.NumericVar">GlobalNumeric4</Param> <Param type="ComparisonType">Equal</Param> </E> <E type="Action" name="ActivateTrigger"> <Param type="TriggerReference"> <T type="Trigger" trigType="Subroutine" name="TriggerSwitch_Sub1Delete"> <Elements> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Custom" varRefType="SpawnSequence" dataType="Iterator.Object" /> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">-1</Param> <Param type="ComparisonType">GreaterThan</Param> </E> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Custom" varRefType="SpawnSequence" dataType="Iterator.Object" /> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">50</Param> <Param type="ComparisonType">LessThan</Param> </E> <E type="Action" name="DetachObject"> <Param type="ObjectReference" varRefType="Object.ObjectVar" dataType="Iterator.Object">ObjectObject0</Param> </E> <E type="Action" name="ObjectKillInstantly"> <Param type="ObjectReference" varRefType="Object.ObjectVar" dataType="Iterator.Object">ObjectObject0</Param> <Param type="Bool">False</Param> </E> <E type="Action" name="ObjectKillInstantly"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object"></Param> <Param type="Bool">False</Param> </E> <E type="Action" name="DeleteObject"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" /> </E> </Elements> </T> </Param> </E> <E type="Action" name="ActivateTrigger"> <Param type="TriggerReference"> <T type="Trigger" trigType="Subroutine" name="TriggerSwitch_Sub50"> <Elements> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Custom" varRefType="SpawnSequence" dataType="Iterator.Object" /> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">49</Param> <Param type="ComparisonType">GreaterThan</Param> </E> <E type="Action" name="ActivateTrigger"> <Param type="TriggerReference"> <T type="Trigger" trigType="Subroutine" name="TriggerSwitch_SubDisappear"> <Elements> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Custom" varRefType="Object.NumericVar" dataType="Iterator.Object">ObjectNumeric1</Param> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">0</Param> <Param type="ComparisonType">Equal</Param> </E> <E type="Action" name="VariableOperation"> <Param type="VarReference" varRefKind="Custom" varRefType="Object.NumericVar" dataType="Iterator.Object">ObjectNumeric1</Param> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">1</Param> <Param type="OperationType">Set</Param> </E> </Elements> </T> </Param> </E> <E type="Action" name="ActivateTrigger"> <Param type="TriggerReference"> <T type="Trigger" trigType="Subroutine" name="TriggerSwitch_SubAppear"> <Elements> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Custom" varRefType="Object.NumericVar" dataType="Iterator.Object">ObjectNumeric1</Param> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">1</Param> <Param type="ComparisonType">Equal</Param> </E> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Object" varRefType="Object.ObjectVar" dataType="Iterator.Object">ObjectObject0</Param> <Param type="VarReference" varRefKind="Object" varRefType="ExplicitObjectType" dataType="NONE"></Param> <Param type="ComparisonType">NotEqual</Param> </E> <E type="Action" name="DetachObject"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object"></Param> </E> <E type="Action" name="DeleteObject"> <Param type="ObjectReference" varRefType="Object.ObjectVar" dataType="Iterator.Object">ObjectObject0</Param> </E> <E type="Action" name="VariableOperation"> <Param type="VarReference" varRefKind="Custom" varRefType="Object.NumericVar" dataType="Iterator.Object">ObjectNumeric1</Param> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">0</Param> <Param type="OperationType">Set</Param> </E> </Elements> </T> </Param> </E> </Elements> </T> </Param> </E> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Custom" varRefType="SpawnSequence" dataType="Iterator.Object"></Param> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">0</Param> <Param type="ComparisonType">LessThan</Param> </E> <E type="Action" name="DetachObject"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object"></Param> </E> <E type="Action" name="ActivateTrigger"> <Param type="TriggerReference"> <T type="Trigger" trigType="Subroutine" name="TriggerSwitch_Sub1Delete"> <Elements> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Custom" varRefType="SpawnSequence" dataType="Iterator.Object"></Param> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">-49</Param> <Param type="ComparisonType">LessThan</Param> </E> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Custom" varRefType="Object.NumericVar" dataType="Iterator.Object">ObjectNumeric1</Param> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">1</Param> <Param type="ComparisonType">Equal</Param> </E> <E type="Action" name="DeleteObject"> <Param type="ObjectReference" varRefType="Object.ObjectVar" dataType="Iterator.Object">ObjectObject0</Param> </E> </Elements> </T> </Param> </E> <E type="Action" name="VariableOperation"> <Param type="VarReference" varRefKind="Custom" varRefType="Object.NumericVar" dataType="Iterator.Object">ObjectNumeric1</Param> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">1</Param> <Param type="OperationType">Set</Param> </E> </Elements> </T> </Param> </E> </Elements> </T> </Param> </E> <E type="Action" name="ActivateTrigger"> <Param type="TriggerReference"> <T type="Trigger" trigType="Subroutine" name="ObjectDeathEventTrigger_Sub2"> <Elements> <E type="Condition" name="ObjectMatchesFilter" unionGroupID="-2"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="_ObjectType13" /> <Param type="ObjectFilterIndex">switch</Param> </E> <E type="Condition" name="ObjectMatchesFilter" unionGroupID="-3"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="_ObjectType13" /> <Param type="ObjectFilterIndex">switch</Param> </E> <E type="Action" name="VariableOperation"> <Param type="VarReference" varRefKind="Custom" varRefType="Object.NumericVar" dataType="_ObjectType13">ObjectNumeric1</Param> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">1</Param> <Param type="OperationType">Set</Param> </E> <E type="Action" name="ActivateTrigger"> <Param type="TriggerReference"> <T type="Trigger" trigType="Subroutine" execMode="OnEachObject" name="TriggerCivilian_Sub1"> <Elements> <E type="Action" name="DistanceBetweenObjects"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" /> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="GlobalObject1" /> <Param type="CustomReference" varRefType="Global.NumericVar">GlobalNumeric2</Param> <Param type="Bool">False</Param> </E> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Custom" varRefType="Global.NumericVar">GlobalNumeric2</Param> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">0</Param> <Param type="ComparisonType">Equal</Param> </E> <E type="Action" name="ObjectKillInstantly"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object"></Param> <Param type="Bool">False</Param> </E> <E type="Condition" name="ObjectIsSameType" unionGroupID="-2"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object"></Param> <Param type="ObjectTypeIndex">area</Param> </E> <E type="Condition" name="ObjectIsSameType" unionGroupID="-3"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object"></Param> <Param type="ObjectTypeIndex">stand</Param> </E> <E type="Condition" name="ObjectIsSameType" unionGroupID="-3"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object"></Param> <Param type="ObjectTypeIndex">destination</Param> </E> <E type="Action" name="DeleteObject"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object"></Param> </E> </Elements> </T> </Param> </E> </Elements> </T> </Param> </E>5. Add the following under a local trigger like so: <Trigger trigType="Local" name="LocalTrigger"> <Elements> <E type="Action" name="ActivateTrigger"> <Param type="TriggerReference"> <T type="Trigger" trigType="Subroutine" execMode="OnObjectFilter" name="TriggerSwitchDoor" objectFilter="switch_door"> <Elements> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Object" varRefType="Object.ObjectVar" dataType="Iterator.Object">ObjectObject0</Param> <Param type="VarReference" varRefKind="Object" varRefType="ExplicitObjectType" dataType="NONE"></Param> <Param type="ComparisonType">Equal</Param> </E> <E type="Action" name="ActivateTrigger"> <Param type="TriggerReference"> <T type="Trigger" trigType="Subroutine" name="TriggerSwitchDoor_Positive"> <Elements> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Custom" varRefType="SpawnSequence" dataType="Iterator.Object" /> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">49</Param> <Param type="ComparisonType">GreaterThan</Param> </E> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Custom" varRefType="Object.NumericVar" dataType="Iterator.Object">ObjectNumeric1</Param> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">1</Param> <Param type="ComparisonType">Equal</Param> </E> <E type="Action" name="CreateObject"> <Param type="ObjectTypeIndex">area</Param> <Param type="ObjectReference" varRefType="Object.ObjectVar" dataType="Iterator.Object">ObjectObject0</Param> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object"></Param> <Param type="ObjectFilterIndex">migration</Param> <Param type="CreateObjectFlags">NeverGarbage</Param> <Param type="UInt24">0</Param> <Param type="NameIndex">NONE</Param> </E> <E type="Action" name="AttachObject"> <Param type="ObjectReference" varRefType="Object.ObjectVar" dataType="Iterator.Object">ObjectObject0</Param> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" /> <Param type="UInt24">0</Param> <Param type="Bool">True</Param> </E> <E type="Action" name="DetachObject"> <Param type="ObjectReference" varRefType="Object.ObjectVar" dataType="Iterator.Object">ObjectObject0</Param> </E> <E type="Action" name="AttachObject"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" /> <Param type="ObjectReference" varRefType="Object.ObjectVar" dataType="Iterator.Object">ObjectObject0</Param> <Param type="UInt24">0</Param> <Param type="Bool">True</Param> </E> </Elements> </T> </Param> </E> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Custom" varRefType="SpawnSequence" dataType="Iterator.Object" /> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">0</Param> <Param type="ComparisonType">LessThan</Param> </E> <E type="Action" name="CreateObject"> <Param type="ObjectTypeIndex">area</Param> <Param type="ObjectReference" varRefType="Object.ObjectVar" dataType="Iterator.Object">ObjectObject0</Param> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object"></Param> <Param type="ObjectFilterIndex">migration</Param> <Param type="CreateObjectFlags">NeverGarbage</Param> <Param type="UInt24">0</Param> <Param type="NameIndex">NONE</Param> </E> <E type="Action" name="AttachObject"> <Param type="ObjectReference" varRefType="Object.ObjectVar" dataType="Iterator.Object">ObjectObject0</Param> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" /> <Param type="UInt24">0</Param> <Param type="Bool">True</Param> </E> <E type="Action" name="DetachObject"> <Param type="ObjectReference" varRefType="Object.ObjectVar" dataType="Iterator.Object">ObjectObject0</Param> </E> <E type="Action" name="AttachObject"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" /> <Param type="ObjectReference" varRefType="Object.ObjectVar" dataType="Iterator.Object">ObjectObject0</Param> <Param type="UInt24">0</Param> <Param type="Bool">True</Param> </E> <E type="Action" name="VariableOperation"> <Param type="VarReference" varRefKind="Custom" varRefType="Object.NumericVar" dataType="Iterator.Object">ObjectNumeric1</Param> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">0</Param> <Param type="OperationType">Set</Param> </E> </Elements> </T> </Param> </E> </Elements> </Trigger>6. Add the following triggers like so: <Trigger execMode="OnObjectFilter" name="TriggerSwitch_Door" objectFilter="switch_door"> <Elements> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Custom" varRefType="SpawnSequence" dataType="Iterator.Object" /> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">-1</Param> <Param type="ComparisonType">GreaterThan</Param> </E> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Custom" varRefType="SpawnSequence" dataType="Iterator.Object" /> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">50</Param> <Param type="ComparisonType">LessThan</Param> </E> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Object" varRefType="Object.ObjectVar" dataType="Iterator.Object">ObjectObject0</Param> <Param type="VarReference" varRefKind="Object" varRefType="ExplicitObjectType" dataType="NONE"></Param> <Param type="ComparisonType">Equal</Param> </E> <E type="Action" name="CreateObject"> <Param type="ObjectTypeIndex">bomb</Param> <Param type="ObjectReference" varRefType="Object.ObjectVar" dataType="Iterator.Object">ObjectObject0</Param> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object"></Param> <Param type="ObjectFilterIndex">NONE</Param> <Param type="CreateObjectFlags">0</Param> <Param type="UInt24">0</Param> <Param type="NameIndex">NONE</Param> </E> <E type="Action" name="ObjectScale"> <Param type="ObjectReference" varRefType="Object.ObjectVar" dataType="Iterator.Object">ObjectObject0</Param> <Param type="CustomReference" varRefType="Int16">1</Param> </E> <E type="Action" name="AttachObject"> <Param type="ObjectReference" varRefType="Object.ObjectVar" dataType="Iterator.Object">ObjectObject0</Param> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" /> <Param type="UInt24">0</Param> <Param type="Bool">True</Param> </E> <E type="Action" name="ObjectSetInteractionFilter"> <Param type="ObjectReference" varRefType="Object.ObjectVar" dataType="Iterator.Object">ObjectObject0</Param> <Param type="EntityFilter" filterType="None" /> </E> </Elements> </Trigger> <Trigger execMode="OnObjectFilter" name="TriggerSwitch" objectFilter="switch"> <Elements> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Custom" varRefType="SpawnSequence" dataType="Iterator.Object" /> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">0</Param> <Param type="ComparisonType">LessThan</Param> </E> <E type="Action" name="ActivateTrigger"> <Param type="TriggerReference"> <T type="Trigger" trigType="Subroutine" name="TriggerSwitchDoor_Positive"> <Elements> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Object" varRefType="Object.ObjectVar" dataType="Iterator.Object">ObjectObject0</Param> <Param type="VarReference" varRefKind="Object" varRefType="ExplicitObjectType" dataType="NONE"></Param> <Param type="ComparisonType">Equal</Param> </E> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Custom" varRefType="Object.NumericVar" dataType="Iterator.Object">ObjectNumeric0</Param> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">0</Param> <Param type="ComparisonType">Equal</Param> </E> <E type="Action" name="ObjectScale"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" /> <Param type="CustomReference" varRefType="Int16">1</Param> </E> <E type="Action" name="CreateObject"> <Param type="ObjectTypeIndex">stand</Param> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="GlobalObject6"></Param> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object"></Param> <Param type="ObjectFilterIndex">migration</Param> <Param type="CreateObjectFlags">0</Param> <Param type="UInt24">0</Param> <Param type="NameIndex">NONE</Param> </E> <E type="Action" name="ObjectCopyRotation"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="GlobalObject6"></Param> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" /> <Param type="Bool">True</Param> </E> <E type="Action" name="AttachObject"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="GlobalObject6"></Param> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" /> <Param type="UInt24">0</Param> <Param type="Bool">True</Param> </E> <E type="Action" name="DetachObject"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="GlobalObject6"></Param> </E> <E type="Action" name="CreateObject"> <Param type="ObjectTypeIndex">fusion_coil</Param> <Param type="ObjectReference" varRefType="Object.ObjectVar" dataType="Iterator.Object">ObjectObject0</Param> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object"></Param> <Param type="ObjectFilterIndex">migration</Param> <Param type="CreateObjectFlags">0</Param> <Param type="UInt24">0</Param> <Param type="NameIndex">NONE</Param> </E> <E type="Action" name="ObjectCopyRotation"> <Param type="ObjectReference" varRefType="Object.ObjectVar" dataType="Iterator.Object">ObjectObject0</Param> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" /> <Param type="Bool">True</Param> </E> <E type="Action" name="CreateObject"> <Param type="ObjectTypeIndex">land_mine</Param> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="GlobalObject2"></Param> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object"></Param> <Param type="ObjectFilterIndex">migration</Param> <Param type="CreateObjectFlags">0</Param> <Param type="UInt24">0</Param> <Param type="NameIndex">NONE</Param> </E> <E type="Action" name="ObjectCopyRotation"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="GlobalObject2"></Param> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" /> <Param type="Bool">True</Param> </E> <E type="Action" name="AttachObject"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="GlobalObject2"></Param> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="GlobalObject6" /> <Param type="UInt24">4</Param> <Param type="Bool">True</Param> </E> <E type="Action" name="AttachObject"> <Param type="ObjectReference" varRefType="Object.ObjectVar" dataType="Iterator.Object">ObjectObject0</Param> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="GlobalObject2" /> <Param type="UInt24">248</Param> <Param type="Bool">True</Param> </E> <E type="Action" name="ObjectScale"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="GlobalObject2" /> <Param type="CustomReference" varRefType="Int16">55</Param> </E> <E type="Action" name="AttachObject"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" /> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="GlobalObject6"></Param> <Param type="UInt24">2</Param> <Param type="Bool">True</Param> </E> <E type="Action" name="ObjectSetNavpointVisibility"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" /> <Param type="EntityFilter" filterType="Any" /> </E> <E type="Action" name="ObjectSetNavpointIcon"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" /> <Param type="NavpointIconData" navpointIconIndex="21"></Param> </E> <E type="Action" name="ObjectSetPriority"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" /> <Param type="NetworkPriority">Low</Param> </E> <E type="Action" name="ObjectSetDistanceRange"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" /> <Param type="CustomReference" varRefType="Int16">0</Param> <Param type="CustomReference" varRefType="Int16">2</Param> </E> <E type="Action" name="VariableOperation"> <Param type="VarReference" varRefKind="Custom" varRefType="Object.NumericVar" dataType="Iterator.Object">ObjectNumeric0</Param> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">1</Param> <Param type="OperationType">Set</Param> </E> <E type="Action" name="ObjectSetInteractionFilter"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object"></Param> <Param type="EntityFilter" filterType="None" /> </E> </Elements> </T> </Param> </E> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Object" varRefType="Object.ObjectVar" dataType="Iterator.Object">ObjectObject0</Param> <Param type="VarReference" varRefKind="Object" varRefType="ExplicitObjectType" dataType="NONE"></Param> <Param type="ComparisonType">Equal</Param> </E> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Custom" varRefType="Object.NumericVar" dataType="Iterator.Object">ObjectNumeric0</Param> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">1</Param> <Param type="ComparisonType">Equal</Param> </E> <E type="Action" name="ObjectKillInstantly"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object"></Param> <Param type="Bool">False</Param> </E> </Elements> </Trigger>7. You should probably also add this Host Migration trigger like so: <Trigger trigType="HostMigration" name="HostMigrationTrigger"> <Elements> <E type="Action" name="ActivateTrigger"> <Param type="TriggerReference"> <T type="Trigger" trigType="Subroutine" execMode="OnObjectFilter" name="TriggerMigration" objectFilter="migration"> <Elements> <E type="Action" name="DeleteObject"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object"></Param> </E> </Elements> </T> </Param> </E> </Elements> </Trigger> 8. And don't forget to add the following entry points at the bottom of it all: <EntryPoints> <ObjectDeathEvent>ObjectDeathEventTrigger</ObjectDeathEvent> <HostMigration>HostMigrationTrigger</HostMigration> <Local>LocalTrigger</Local> </EntryPoints>Alright hopefully I didn't forget anything.
  14. I did just upload a quick update to SvE Mythic Slayer so that the negative spawn sequence switches will work after a host migration if you want to download and replace the old version. Thanks Sparky for bringing this to my attention. Maybe if you only use a gauss or rocket turret but otherwise I am going to say no. There is no more space for user options. As for Bomberman, OrangeMohawk did figure out what was wrong but apparently I messed something else up when I added the power-ups option.
  15. Latest Version - Optimization! it's always good to come back and look at your code after awhile; so you betcha, I read over every last bit and changed a lot of variables and removed a lot of safety checks that weren't necessary. Honestly though, I've changed nearly everything at some point so if something happens to be working weirdly please send me a message or something. Spawner Label >>>players are no longer capable of entering vehicles as any of the bipeds that fire vehicle turrets; this is to prevent player's Xboxs' from freezing. >>>all of the objects labeled spawner that spawn bipeds are now automatically attached to the bipeds; this will allow players to always be able to take control of a biped just by moving near it rather than it's original spawn, assuming it has a boundary. I suggest using a hill marker for a natural look. This also allows you to select respawn times. >>>map specific objects have been updated to be rotated the same way as the base object in all planes >>>you will no longer be forced to enter turrets, you can now enter them the way you normally would >>>the mongoose with falcon turret has been remodeled to look better. >>>added 5 new vehicles and three new map specific items. >>>spawn sequences have been swapped around a lot, will require you to reforge maps. Detach_Zone Label >>>added a zone to drop the weapons of the bipeds that you can control; the zone is hidden; spawn sequence of 3 >>>added a zone to change teams of objects/players within the zone; really only works on players when teams are disabled but can only change object colors when teams are enabled; spawn sequence of 4 >>>added a zone that sets an object's team to none; spawn sequence of 5 >>>added a zone that hides all other zones; spawn sequence of 6 >>>added a spawn sequence at 7 that shrinks everyone's primary weapon regardless of their location >>>added several zones to convert players into the monitors with vehicle turrets if the spawn sequence is -3 it will turn the player into a monitor with a Scorpion turret if the spawn sequence is -4 it will turn the player into a monitor with a Wraith turret if the spawn sequence is -5 it will turn the player into a monitor with a Falcon turret if the spawn sequence is -6 it will turn the player into a monitor with a Revenant turret >>>added a zone at -7 that attaches the base object to a player within the zone, the zone only shows for ally teams, hopefully Lift Label >>>fixed a mistake so that the disappearing objects will actually be team based, my bad. >>>added the ability to make objects appear when players are in the zone; it should be said that that this and the one that makes objects disappear are kind of designed for movable objects if the spawn sequence is -3 it will make the object seemingly disappear when a player enters the zone, use on movable objects if the spawn sequence is -4 it will make the object seemingly appear when a player enters the zone, use on movable objects >>>added alternatives to the disappearing and appearing abilities; designed more for non movable objects and may hopefully help with the rotating issue that I can't seem to replicate. if the spawn sequence is -5 it will make the object seemingly disappear when a player enters the zone, use on non-movable objects if the spawn sequence is -6 it will make the object seemingly appear when a player enters the zone, use on non-movable objects >>>an object with a spawn sequence less than negative 6 will have the same rotation as an object with the same absolute value spawn sequence; both have the lift label but one would be say -7 while the other would be 7. >>>an object with a spawn sequence less than negative 74 will have the same x-axis rotation as an object with the same absolute value spawn sequence Health Label >>>a spawn sequence of -10 will allow you to control a dead body if you walk through the zone if you're also connection host, you will be able to walk through invisible boundaries without any kill zones; only use on objects that have health such as vehicles, I really only suggest using this on your own unless you're trying to have a body never disappear. Award_Points Label >>>waypoints have been updated to only show up when you're close enough to the object FFA_Team Label >>>a positive spawn sequence will mean it will only spawn in Team games >>>a negative spawn sequence will mean it will only spawn in FFA games it could be vice versa, I can't remember Switch Label Does not work on explosives. if the spawn sequence is negative it will have a waypoint and will spawn a fusion coil contraption to blow up. Switch_Door Label when an object with the switch label is destroyed and has a spawn sequence with the same absolute value; a positive spawn sequence will disappear. It will explode if less than 50. a negative spawn sequence will appear. a spawn sequence of negative 50 or less will disappear the next time the switch is destroyed a spawn sequence of positive 50 or more will reappear the next time the switch is destroyed Attachment Label warthogs and shade turrets with negative spawn sequences will have their turrets attached separately if the spawn sequence is greater than or equal to 75 you will also be able to enter the attached vehicle; expect connection advantages, you've been warned. all bomb explosions should now be seen by everyone. I never did mention that using the scale option, not the label, now also scales the weapons. Well it's been one heck of a ride folks, but that's all; the last feature update is here. Special thanks, in no particular order, to... Kornman00 for developing the tools. AMD for helping me get off of the ground. OrangeMohawk for conspiring with me. Mike WB for making awesome videos. FreedTerror for uploading CON files. Wondo for helping me pinpoint a viscous bug. the XboxChaos community for their support. whoever reads this for their interest. Hopefully I'll eventually get the Sparty and Covy versions up at some point. As for Bomberman, it was fully playable but for some reason it says it's an invalid gametype now so if anyone thinks they can help me send me a message here please.
  16. Support

    Actually Horizon doesn't let you choose any old category and KSoft is rigged to change any new category to the Community Category. You can still use the default categories, like Slayer, but don't expect to be able to start a new one just for CoD inspired gametypes.
  17. Cool, you should look into that even though I doubt you can add much to an Invasion gametype. If somebody really wanted to, they could through the power of Megalo but don't expect me to do it. No space here. Nope. Second time asked in this topic. 1. Nope. 2. Nope. 3. Nope. 4. Nope. Third time asked here. Working on it. Like Sparky said, you could take a look at the original post for some details. 1. Not in this gametype. Someone else could essentially though. No space here. 2. They apply to the whole map, that is how they are. SoonTM 1. Nope. As stated before, it doesn't work on the Longsword or Phantom. 2. Nope. Fourth time asked around these parks. 3. I thought about implementing something but nobody responded when I asked for thoughts on a concept so it's too late now. 4. The only armor effect that I could really replicate would be the orange flames but you will never see me implement something of this sort. 5. Sort of. This has been detailed already but I'll let it slide. Thanks for your interest in this gametype. If all goes well, Bomberman will be released tomorrow; until then.
  18. Well I had fully planned on releasing an updated version today but upon larger networking tests, in which I wasn't actually the connection host, I've discovered some tragic setbacks which quite honestly I'm not too sure what I'm going to do about. So here I am answering a few questions without the intended mega post to accompany them. A gametype option, no. A gametype, yes; I will not be making one though. Why you might ask? Simply because I am sick of working on gametypes, so instead I will suggest checking out Strife or an old out dated Bonus Infection; both of which should be in my file share. It sucks doesn't it? Too bad that's what we're stuck with; I've just spent several hours and froze many Xbox's trying to look for another solution with no such luck. I've said this many times but perhaps not on this forum; I am not able to recompile an Invasion variant, I'm not sure if others are able to or not. For this reason you will not see an Invasion gametype from me. You may not understand what I mean but the end result is that I can't. Maybe I'll just try to finish up Bomberman instead.
  19. It has been far too long, but we're still not quite there yet. I believe it could be done, not in the most practical way though. You would still have the two side turrets or only two passenger seats. I'm not too convinced to add all of the different Falcon variations that could theoretically be created though considering space is still limited. I am almost certain this has been addressed at least once but considering there are eight pages in this thread now, there is no way that I am aware of that will allow destroyed vehicles to stay on the map as they are automatically deleted. My forging days are really behind me, all I have are some chaotic test maps; who knows though. Are you trying to ask for a gametype that sets teams based on the player's species? You will never be able to practically select teams without forced colors yourself. Or are you asking if you can select the team of spawned Spartans and Elites without actually changing their colors? Thanks OrangeMohawk for answering questions as always. Now my question for you all; should the base object with the spawner label be automatically attached to the object that it spawns? I ask this because I am almost certain that spawned objects automatically respawn almost instantly but if the base object was attached to to the spawned object then you would be able to actually control the respawn time of the spawned object. If you used hill markers, you would notice no difference. Your feedback is vital in these closing days. Thanks for your continued interest and support.
  20. Some sort of vehicle with a spawn sequence of 0 or perhaps a weapon they have to pick up. The bipeds award points but do not end the game. I won't specifically say anything but there is a reason why I'm taking my time on this update. What version are you using? There shouldn't be a "big ball" in the way and I don't really plan on removing the only identifying mark of the attachments. If they're really causing that much lag, you probably have to many things on the map. Something doesn't want the dark magic inside to get out. Honestly, I have no idea. Well it's basically been done for nearly two weeks now, I just haven't had the time to test it; so who knows when.
  21. Well it's been awhile so here we are again. First and foremost, I would like to thank the awesome community that has formed around this gametype and would like to encourage you all to continue helping each other. 1. Probably not in this gametype. *Actually maybe a blow this up causes that to disappear type of thing. 2. I've looked into it, I've made a prototype, and I can honestly say that Matt's version of object chaining can't exactly be built in Reach. 3. Nope. 4. Don't count on me making it, I've got two other gametypes I'm experimenting with. I wasn't going to do it because it seems like such a troll but it could have potential with gravity lifts, so it'll be there, most likely. Can you please elaborate? The monitors that are supposed to award points don't actually work with other players. Are you putting the label on an object; if so, what object? IF Reach is redone with it's engine intact, I would imagine that it would all come down to what tools are available to me for the Xbox One. If Toad didn't resolve it for you, does it occur only when they join in progress? If not you have too much on the map, most likely. Players get a full black screen when they can't spawn in, which usually occurs when too much is on the map and causes the spawn points to get deleted. Or you could be using something like -41. Nope. Only on the magnum and artificially on at least one other gun. It's really not practical to artificially do it on vehicles. Yup. I would actually like to do something similar but I'm fresh out of conditions(if statements) so it unfortunately won't happen in this gametype. *Actually don't count this out yet. Nope. Well considering no one seemed to find a use for the "mystery" spawn sequences they were probably nothing, and for that reason they are gone. As for V1.33...Optimization! it's always good to come back and look at your code after awhile; so you betcha, I read over every last bit. Spawner Label >>>players are no longer capable of entering vehicles as any of the bipeds that fire vehicle turrets; this is to prevent player's Xboxs' from freezing. >>>all of the objects labeled spawner that spawn controllable bipeds are now automatically attached to the bipeds; this will allow players to always be able to take control of a biped just by moving near it rather than it's original spawn, assuming it has a boundary. I suggest using a hill marker for a natural look. >>>spawn sequences have been swapped around slightly; the Pelican and Phantom are now both under the same spawn sequence because lets face it, they're never going to be on the same map file and we need every last condition we can get. The Longsword has been moved down one on the spawn sequence list and three map specific objects have been add into the old spawn sequence of the Longsword; check Boneyard, Spire, and Anchor 9. Also the spawn sequence that had an affect on Breakpoint has been moved up one while the others have been removed. Detach_Zone Label >>>added a zone to change teams of objects/players within the zone; really only works on players when teams are disabled but can only change object colors when teams are enabled. I really need to make a zone that sets a player's team to none but I'm not sure I'll have space. >>>added a zone to hopefully drop the weapons of the biped that you can control; the zone is hidden. I kind of want to add a zone that hides all other zones but I'm pretty sure there won't be enough room. >>>added several zones to convert players into the monitors with vehicle turrets; they haven't been working great so they might be removed unless you all really want them, so speak now before things get finalized. Lift Label >>>fixed a mistake so that the disappearing objects will actually be team based, my bad. >>>added the ability to make objects appear when players are in the zone; it should be said that that this and the one that makes objects disappear are kind of designed for movable objects >>>added alternatives to the disappearing and appearing abilities; designed more for non movable objects and may hopefully help with the rotating issue that I can't seem to rotate. Health Label >>>a new way to explore maps; not working out well for the non-connection hosts but still makes nice props? New1 Label New2 Label There will be some more surprises if I manage to get it all tested before the holiday. *Yeah I'm not making it, see you all on Wednesday. So I recently decided to take a look at what exactly on the Spawner list could be spawned in Halo 4, granted a few other things could be spawned. I will say that it's kind of nice that the Scorpion turret in Halo 4 doesn't have any kickback but at the same time it doesn't shoot at the cross hair. ImageLink Everything else seems to be up and running in Halo 4 though; send me a private message if you're interested in perhaps checking it out. I'd say we'll probably see V1.33 by midday next Friday. Thanks for your interest as this gametype comes to a close.
  22. No, no it doesn't. I have jumped in and out of Warthogs of all shapes and sizes all day and it most certainly doesn't cause your Xbox to freeze. Please try to see if it is a reoccurring issue before making such a claim. As stated before, trying to fire inside of a vehicle while controlling a biped that has a turret attached to them will freeze your Xbox; not the Lift label. This is a known issue that I am currently looking into. Does it only occur to 2x1 walls and does it occur when the object is not rotated at all in Forge; not vertical? 1. The first part would be possible, the second part is impossible, the third part would be impossible? Not really understanding the last part. 2. Unfortunately, anything attached to anything will be phased. 3. The first part would be impractical In Halo Reach and Halo 4 for that matter if you're doing it by zones, the second part is impossible. 4. I'm just going to say no even though it's probably doable for the most part but it would not work all that fluently. Cool, I might have to take a look at it some time if it's completely out of 1x1 flat blocks; I'm not going to say that it will turn out nicely though considering object rotation is not easy. Is there a way? Yes. Is there a practical way? No. Zones could be made invisible. Nope. It could be done. I kind of hate posting this because it's looking less and less likely to make it into this gametype but... Thanks for all of your interest, I'm really just testing some ideas here and there so it's kind of hard to say whether or not you'll see an update this week.
  23. Gametype

    >>>Strife - a bitter conflict If you prefer CON files, you can find them here; courtesy of FreedTerror; need to be rehashed and resigned to a profile >>>Seven months in the making, I am glad to finally present to you Strife. >>>When it comes down to it, the game is played much like Infection; the goal is to get everyone onto your team which will cause the game to end. >>>The teams are automatically balanced at the beginning of the game and everyone is put on their own fireteam to begin with. >>>Every designated kill converts that player to your team; there are options in game to decide whether every kill, assassinations only, pummels only, stickies only, or headshots only convert people. As an added bonus, the person you kill will also be put onto your fireteam. >>>There is also an option to allow separate loadouts for each team. >>>Loosing team and winning team traits can be set based on the remaining players on a team or by the difference in players on each team. >>>Bro spawning is enabled by default but can be changed. >>>There is a simple grenade regeneration option as well as the usual spawning options and player scale. >>>As an added bonus each team has there own traits that you could set if you wanted. >>>By design, those that join in the middle of a game will spectate until a new round or until there are enough people spectating to evenly add to each team. >>>Most of the gametype labels remain intact from Bonus Slayer, except for trait_zone. >>>Due to players constantly changing teams, player points are based on the amount of people they convert. >>>Player stats for the amount of time spent on each team. After playing some more, I've noticed that the round will sometimes end before fully starting despite several failsafes I put into place. You'll probably never run into this if you're playing with more than a couple of people. I'll look into it, however it may require me to remove the spawner label.
  24. If you are using the official release version from my fileshare, I have not been able to replicate any of the above problems; I must write it off as you trying to spawn too many objects on the map. Regardless I have sent you a message so that we can hopefully get to the bottom of this. Thanks for your interest and feedback. *!*ALERT*!*Xbox will freeze when trying to fire a turret as one of the new bipeds*!*ALERT*!* Everything else wasn't actually a problem.
  25. Mythic Slayer - Version 1.32 *!*ALERT*!*Xbox will freeze when trying to shoot when in a vehicle as one of the new bipeds, with the exception of the tank version*!*ALERT*!* >>>Attachment System it is now based on the absolute value of the spawn sequence a negative spawn sequence on an attach_base will allow objects within its boundary to be automatically attached to the base a spawn sequence less than negative 50 will also attach Spartans, Elites, and Monitors a negative spawn sequence on an attachment, suggested only for Scorpions, Wraiths, and Revenants, will allow you to shoot that vehicle if attached to another vehicle a spawn sequence greater than 50 will get rid of the vehicle's base, so that only the turret is attached >>>Spawner System spawned objects will now have the same team as the object used to spawn them, this mean their color changes, only works when teams are enabled, everybody controlling a neutral biped is on everyone's team >>>all alarm sound devices now attach to the object that spawns them >>>you can now get into the side turrets of the Phantom >>>the Ghost with a Revenant turret has been replaced with a Mongoose with a Falcon turret(yes I know it looks stupid) >>>the bodies of the Elites and Spartans that die instantly are now automatically deleted, cool effects/frag grenade fountain >>>the attachable turrets now have color coded lights >>>you can now also spawn an attachable Falcon turret >>>you can now spawn Spartans, Elites, and Monitors with Scorpion, Wraith, Revenant, and Falcon turrets special surprise when you control and shoot with them >>>a spawn sequence of negative 41 will attach everything not within the zone to the object, excluding players but including the skybox >>>spawn sequences of negative 42 to 46 may or may not have an effect on certain maps, let me know; negative 43 does add sound and slight animation to Breakpoint. >>>Health System updated, works great on some objects, sucks on others any spawn sequence less than -14 will make not add flames or sound when the object is destroyed, no broken glass any spawn sequence less than -9 will delete the object, this was unintentional; I'm looking for a fix >>>Detach Zone System updated to allow everyone to appear without a sword in third person but still have a sword in first person, it's basically just replicating a glitch for everyone in a game that Mike WB found that use to work only on the host. >>>Lift System added more options a spawn sequence of -2 will lift the object when a player enters the zone a spawn sequence of -3 will basically make the object disappear when a player enters the zone a spawn sequence of 3 will rotate an object 90 degrees when a player enters the zone and will further rotate it by 90 degrees when they leave, about the y-axis a spawn sequence of 4 will constantly rotate and object by 90 degrees about the y-axis >>>Trait Zone System added another trait, Charlie, at a spawn sequence of 2 >>>Point Award System previously known as biped, it is now named award_points *!*requires map editing if you previously used the biped label*!* now also awards points when players are within the zone as well as for it's destruction now alerts everyone in the kill feed when someone destroys an object a spawn sequence of zero will end the game upon destruction or entering of the zone because biped can now have teams, you are awarded points based on whether the spartans/elites are on your team or not. ***All, I think all, zonal object labels have been update to work without a zone on armor abilities and weapons, please note however that armor abilities automatically have a zone even if it is set to none; you must select a shape and then set all parameters to zero ***I guess it's worth noting if you didn't already know, all zonal object labels are team based if they are not set to neutral ***A betrayal counter has also been added to the end of game stats --And that's all folks, or at least I think. The gametype will be further tested in the coming days, consider this a beta; I just really wanted to get it out there. If you experience something you don't believe to be intentional please message me.