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shanez1215

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Everything posted by shanez1215

  1. Gametype

    EDIT: Uploaded the bin files. I did some testing and it did work in MCC but in classic CTF it spawns the flags lower. Try going into forge and moving them upward. Classic CTF is a new CTF gametype that changes the flags to Extraction Beacons, which can be freely picked up and dropped like past Halo objectives. It uses Custom CTF as a base, and the latter uses Kornman's HalomodsCTF as it's base, which was a gametype that came out a while ago that added new traitsets and options to the default CTF gametype (Changelist). Although it shares many options with Custom CTF, some of them had to be dropped because they were buggy with this new style of CTF, and some had to be added. Gametype Options Object Filters Some interesting things to know HalomodsCTF had a bug where the flag return radius would change with the flag pickup radius option. That has been fixed. Setting the Appearance option to Junior reduces the player's scale to 85%. This effectively reduces hitbox size and makes strafing more effective. This concept was first introduced in Promod and is mainly meant to appease players in the wait for Unity+ or the next version of Promod Since ctf_del was added to this gametype, it won't work for any other version of CTF. Offensive and Defensive traits have been reworked (traitsets have been combined) to ensure that all traitsets are editable in-game. (Previously not even Horizon showed them all). All options relating to time have had many new values added, such as 20 Seconds or 3 Minutes I edited the defaults for several options so players won't have to spend too much time in the menus before playing it. The Flag Kills statistic has been replaced with the traditional Flag Returns one, however, returning the flag still awards a Flag Defense Medal too. Don't know why. 3-Flag Classic had to be removed due to bugs Announcer Style changes if the announcer will call out if the Flag has been picked up or dropped. "Limited" removes the "carrying flag" announcement, "None" removes all of them, and "Default" allows all of them. The gametype has not had much testing outside of split screen, so the new style may have prevented some announcements from working. Not sure Classic CTF.bin Custom CTF.bin
  2. Gametype

    Custom CTF is a new CTF gametype that adds numerous new options to CTF, many of which the Halo community has been asking for, along with several new features that the modding community has discovered. It uses Kornman's HalomodsCTF gametype as a base, which added several options and traits to the on-disk gametype (Changelist), hence the author's name: Korn N Toasty Gametype Options Object Filters Some interesting things to know HalomodsCTF had a bug where the flag return radius would change with the flag pickup radius option. That has been fixed. Setting the Appearance option to Junior reduces the player's scale to 85%. This effectively reduces hitbox size and makes strafing more effective. This concept was first introduced in Promod. Since ctf_del was added in this gametype, it won't work for any other version of CTF. Offensive and Defensive traits have been reworked (traitsets have been combined) to ensure that all traitsets are editable in-game. (Previously not even Horizon showed them all). All options relating to time have had many new values added, such as 20 Seconds or 3 Minutes Classic CTF.bin Custom CTF.bin
  3. Sup guys! In this tutorial, I'll be showing everyone how to implement Bro, or "Proximity" traits into other gametypes. Bro Traits were first seen in Halo 3's VIP mode, which featured an option that gave allies traits if they were near the VIP. They were not featured in Reach as VIP was "removed" (A leaked and broken version exists today). Kornman brought them to Halo 4 and MegaloScript (They weren't even in the leaked Reach gametype) in his Halomods CTF gametype, and they are also in Hostage Rescue as well for allies that are escorting the Hostage. So how do we add them in? It's actually pretty easy. I decided to show the complete process. We need... -Strings -A Bro Radius option -The actual coding for bro traits -A new traitset to be applied to bros -Some visual indicator that you have them To start off, here's the strings... <---Name of UserDefinedOption---> <String name="Bro Radius"> <String>Bro Radius</String> </String> <---Description for UserDefinedOption---> <String name="Radius around objective player at which Bro Traits apply"> <String>Radius around objective player at which Bro Traits apply</String> </String> <---values for UserDefinedOption. They are translated into other languages as well and numbered, so if your gametype has the numbers, change them---> <String name="String71"> <English>Disabled</English> <Japanese>オフ</Japanese> <German>Deaktiviert</German> <French>Désactivé(e)</French> <Spanish>Desact.</Spanish> <Mexican>Desact.</Mexican> <Italian>No</Italian> <Korean>끄기</Korean> <ChineseTrad>停用</ChineseTrad> <ChineseSimp>Disabled</ChineseSimp> <Portuguese>Desat.</Portuguese> <Polish>Wyłączone</Polish> <Russian>Откл.</Russian> <Danish>Deaktiveret</Danish> <Finnish>Pois käytöstä</Finnish> <Dutch>Uitgeschakeld</Dutch> <Norwegian>Deaktivert</Norwegian> </String> <String name="String85"> <English>3 Units</English> <Japanese>3号機</Japanese> <German>3 Stück</German> <French>3 unités</French> <Spanish>3 Unidades</Spanish> <Mexican>3 Unidades</Mexican> <Italian>3 Unità</Italian> <Korean>3 대</Korean> <ChineseTrad>3單位</ChineseTrad> <ChineseSimp>3单位</ChineseSimp> <Portuguese>3 unidades</Portuguese> <Polish>3 Jednostki</Polish> <Russian>3 единицы</Russian> <Danish>3 enheder</Danish> <Finnish>3 Kpl</Finnish> <Dutch>3 Eenheden</Dutch> <Norwegian>3 stk</Norwegian> </String> <String name="String86"> <English>5 Units</English> <Japanese>5号機</Japanese> <German>5 Stück</German> <French>5 unités</French> <Spanish>5 Unidades</Spanish> <Mexican>5 Unidades</Mexican> <Italian>5 Unità</Italian> <Korean>5 대</Korean> <ChineseTrad>5單位</ChineseTrad> <ChineseSimp>5单位</ChineseSimp> <Portuguese>5 unidades</Portuguese> <Polish>5 Jednostki</Polish> <Russian>5 единицы</Russian> <Danish>5 enheder</Danish> <Finnish>5 Kpl</Finnish> <Dutch>5 Eenheden</Dutch> <Norwegian>5 stk</Norwegian> </String> <String name="String87"> <English>8 Units</English> <Japanese>8号機</Japanese> <German>8 Stück</German> <French>8 unités</French> <Spanish>8 Unidades</Spanish> <Mexican>8 Unidades</Mexican> <Italian>8 Unità</Italian> <Korean>8 대</Korean> <ChineseTrad>8單位</ChineseTrad> <ChineseSimp>8单位</ChineseSimp> <Portuguese>8 unidades</Portuguese> <Polish>8 Jednostki</Polish> <Russian>8 единицы</Russian> <Danish>8 enheder</Danish> <Finnish>8 Kpl</Finnish> <Dutch>8 Eenheden</Dutch> <Norwegian>8 stk</Norwegian> </String> <String name="String88"> <English>10 Units</English> <Japanese>10号機</Japanese> <German>10 Stück</German> <French>10 unités</French> <Spanish>10 Unidades</Spanish> <Mexican>10 Unidades</Mexican> <Italian>10 Unità</Italian> <Korean>10 대</Korean> <ChineseTrad>10單位</ChineseTrad> <ChineseSimp>10单位</ChineseSimp> <Portuguese>10 unidades</Portuguese> <Polish>10 Jednostki</Polish> <Russian>10 единицы</Russian> <Danish>10 enheder</Danish> <Finnish>10 Kpl</Finnish> <Dutch>10 Eenheden</Dutch> <Norwegian>10 stk</Norwegian> </String> <String name="String89"> <English>15 Units</English> <Japanese>15号機</Japanese> <German>15 Stück</German> <French>15 unités</French> <Spanish>15 Unidades</Spanish> <Mexican>15 Unidades</Mexican> <Italian>15 Unità</Italian> <Korean>15 대</Korean> <ChineseTrad>15單位</ChineseTrad> <ChineseSimp>15单位</ChineseSimp> <Portuguese>15 unidades</Portuguese> <Polish>15 Jednostki</Polish> <Russian>15 единицы</Russian> <Danish>15 enheder</Danish> <Finnish>15 Kpl</Finnish> <Dutch>15 Eenheden</Dutch> <Norwegian>15 stk</Norwegian> </String> <String name="String90"> <English>20 Units</English> <Japanese>20号機</Japanese> <German>20 Stück</German> <French>20 unités</French> <Spanish>20 Unidades</Spanish> <Mexican>20 Unidades</Mexican> <Italian>20 Unità</Italian> <Korean>20 대</Korean> <ChineseTrad>20單位</ChineseTrad> <ChineseSimp>20单位</ChineseSimp> <Portuguese>20 unidades</Portuguese> <Polish>20 Jednostki</Polish> <Russian>20 единицы</Russian> <Danish>20 enheder</Danish> <Finnish>20 Kpl</Finnish> <Dutch>20 Eenheden</Dutch> <Norwegian>20 stk</Norwegian> </String> <String name="String91"> <English>25 Units</English> <Japanese>25号機</Japanese> <German>25 Stück</German> <French>25 unités</French> <Spanish>25 Unidades</Spanish> <Mexican>25 Unidades</Mexican> <Italian>25 Unità</Italian> <Korean>25 대</Korean> <ChineseTrad>25單位</ChineseTrad> <ChineseSimp>25单位</ChineseSimp> <Portuguese>25 unidades</Portuguese> <Polish>25 Jednostki</Polish> <Russian>25 единицы</Russian> <Danish>25 enheder</Danish> <Finnish>25 Kpl</Finnish> <Dutch>25 Eenheden</Dutch> <Norwegian>25 stk</Norwegian> </String> <String name="String92"> <English>30 Units</English> <Japanese>30号機</Japanese> <German>30 Stück</German> <French>30 unités</French> <Spanish>30 Unidades</Spanish> <Mexican>30 Unidades</Mexican> <Italian>30 Unità</Italian> <Korean>30 대</Korean> <ChineseTrad>30單位</ChineseTrad> <ChineseSimp>30单位</ChineseSimp> <Portuguese>30 unidades</Portuguese> <Polish>30 Jednostki</Polish> <Russian>30 единицы</Russian> <Danish>30 enheder</Danish> <Finnish>30 Kpl</Finnish> <Dutch>30 Eenheden</Dutch> <Norwegian>30 stk</Norwegian> </String> <String name="String93"> <English>40 Units</English> <Japanese>40号機</Japanese> <German>40 Stück</German> <French>40 unités</French> <Spanish>40 Unidades</Spanish> <Mexican>40 Unidades</Mexican> <Italian>40 Unità</Italian> <Korean>40 대</Korean> <ChineseTrad>40單位</ChineseTrad> <ChineseSimp>40单位</ChineseSimp> <Portuguese>40 unidades</Portuguese> <Polish>40 Jednostki</Polish> <Russian>40 единицы</Russian> <Danish>40 enheder</Danish> <Finnish>40 Kpl</Finnish> <Dutch>40 Eenheden</Dutch> <Norwegian>40 stk</Norwegian> </String> <String name="String94"> <English>55 Units</English> <Japanese>55号機</Japanese> <German>55 Stück</German> <French>55 unités</French> <Spanish>55 Unidades</Spanish> <Mexican>55 Unidades</Mexican> <Italian>55 Unità</Italian> <Korean>55 대</Korean> <ChineseTrad>55單位</ChineseTrad> <ChineseSimp>55单位</ChineseSimp> <Portuguese>55 unidades</Portuguese> <Polish>55 Jednostki</Polish> <Russian>55 единицы</Russian> <Danish>55 enheder</Danish> <Finnish>55 Kpl</Finnish> <Dutch>55 Eenheden</Dutch> <Norwegian>55 stk</Norwegian> </String> <String name="String95"> <English>70 Units</English> <Japanese>70号機</Japanese> <German>70 Stück</German> <French>70 unités</French> <Spanish>70 Unidades</Spanish> <Mexican>70 Unidades</Mexican> <Italian>70 Unità</Italian> <Korean>70 대</Korean> <ChineseTrad>70單位</ChineseTrad> <ChineseSimp>70单位</ChineseSimp> <Portuguese>70 unidades</Portuguese> <Polish>70 Jednostki</Polish> <Russian>70 единицы</Russian> <Danish>70 enheder</Danish> <Finnish>70 Kpl</Finnish> <Dutch>70 Eenheden</Dutch> <Norwegian>70 stk</Norwegian> </String> <String name="String96"> <English>100 Units</English> <Japanese>100号機</Japanese> <German>100 Stück</German> <French>100 unités</French> <Spanish>100 Unidades</Spanish> <Mexican>100 Unidades</Mexican> <Italian>100 Unità</Italian> <Korean>100 대</Korean> <ChineseTrad>100單位</ChineseTrad> <ChineseSimp>100单位</ChineseSimp> <Portuguese>100 unidades</Portuguese> <Polish>100 Jednostki</Polish> <Russian>100 единицы</Russian> <Danish>100 enheder</Danish> <Finnish>100 Kpl</Finnish> <Dutch>100 Eenheden</Dutch> <Norwegian>100 stk</Norwegian> </String> <String name="String97"> <English>150 Units</English> <Japanese>150号機</Japanese> <German>150 Stück</German> <French>150 unités</French> <Spanish>150 Unidades</Spanish> <Mexican>150 Unidades</Mexican> <Italian>150 Unità</Italian> <Korean>150 대</Korean> <ChineseTrad>150單位</ChineseTrad> <ChineseSimp>150单位</ChineseSimp> <Portuguese>150 unidades</Portuguese> <Polish>150 Jednostki</Polish> <Russian>150 единицы</Russian> <Danish>150 enheder</Danish> <Finnish>150 Kpl</Finnish> <Dutch>150 Eenheden</Dutch> <Norwegian>150 stk</Norwegian> </String> <---Name of Traitset---> <String name="Bro Traits"> <String>Bro Traits</String> </String> <---Description of Traitset---> <String name="Traits applied to bros of the objective player within the bro radius."> <String>Traits applied to bros of the objective player within the bro radius.</String> </String>Now for the UserDefinedOption <---All these are numbered to specific strings, so if your gametype has those numbers, change them---> <entry nameIndex="Bro Radius" descIndex="Radius around objective player at which Bro Traits apply" name="Bro Radius" valueIndex="4"> <Values defaultIndex="3"> <entry nameIndex="String71" descIndex="String15" value="0" /> <entry nameIndex="String85" descIndex="String15" value="3" /> <entry nameIndex="String86" descIndex="String15" value="5" /> <entry nameIndex="String87" descIndex="String15" value="8" /> <entry nameIndex="String88" descIndex="String15" value="10" /> <entry nameIndex="String89" descIndex="String15" value="15" /> <entry nameIndex="String90" descIndex="String15" value="20" /> <entry nameIndex="String91" descIndex="String15" value="25" /> <entry nameIndex="String92" descIndex="String15" value="30" /> <entry nameIndex="String93" descIndex="String15" value="40" /> <entry nameIndex="String94" descIndex="String15" value="55" /> <entry nameIndex="String95" descIndex="String15" value="70" /> <entry nameIndex="String96" descIndex="String15" value="100" /> <entry nameIndex="String97" descIndex="String15" value="150" /> </Values> </entry>And the traitset to be applied <entry nameIndex="Bro Traits" descIndex="Traits applied to bros of the objective player within the bro radius." name="Bro Traits" />Finally, the meat of it all! The scripting! Add a boundary to the objective player (I found searching for the HUD banner to be an easy way to know it's placement). Change "Iterator.Player" to whoever the HUD banner is applied to if it is someone else To apply the HUD banner, the Bro Boundary, and other Objective Carrier Traits, gametypes apply the traits to all players BUT will check if the player has met certain conditions. So Iterator.Player should ALWAYS work. <E type="Action" name="ObjectSetBoundary"> <Param type="ObjectReference" varRefType="Player.SlaveObject" dataType="Iterator.Player" /> <Param type="Shape" shapeType="Sphere"> <Radius varRefType="UserDefinedOption">Bro Radius</Radius> </Param> </E>Now we add the part that applies the bro traits. This is assuming that the Objective Carrier was already set to PlayerScratch0 in the same Trigger. <E type="Action" name="ActivateTrigger"> <Param type="TriggerReference"> <T type="Trigger" trigType="Subroutine" execMode="OnEachPlayer"> <Elements> <---If a player is on the same team as the objective player---> <E type="Condition" name="Comparison"> <Param type="VarReference" varRefKind="Team" varRefType="Player.OwnerTeam" dataType="Iterator.Player" /> <Param type="VarReference" varRefKind="Team" varRefType="Player.OwnerTeam" dataType="PlayerScratch0" /> <Param type="ComparisonType">Equal</Param> </E> <---AND he is not an Objective Player---> <E type="Condition" name="Comparison"> <Param type="VarReference" varRefKind="Player" varRefType="ExplicitPlayerType" dataType="Iterator.Player" /> <Param type="VarReference" varRefKind="Player" varRefType="ExplicitPlayerType" dataType="PlayerScratch0" /> <Param type="ComparisonType">NotEqual</Param> </E> <---AND he is in the boundary we made earlier (Check if that matches up)---> <E type="Condition" name="ObjectIsInBoundary"> <Param type="ObjectReference" varRefType="Player.SlaveObject" dataType="Iterator.Player" /> <Param type="ObjectReference" varRefType="Player.SlaveObject" dataType="PlayerScratch0" /> </E> <---Apply these traits---> <E type="Action" name="ApplyPlayerTraits"> <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" /> <Param type="PlayerTraitsReference">Bro Traits</Param> </E> </Elements> </T> </Param> </E>Are done yet? Technically, but it is highly recommended to add some kind of notification telling the player that they're a bro. You can either use a small text widget or a larger one (experimental) Small 1. Add all strings as we did above 2. Add this to the HUDWidgets database. If you have a widget with the same number, change the number of this one <Widget position="10" name="Widget2" />3. Now we need to make sure this widget is always invisible unless turned visible. There should be a separate trigger that has commands that look similar to this already. <E type="Action" name="WidgetSetPlayerVisibility"> <Param type="Widget">Widget2</Param> <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" /> <Param type="Bool">False</Param> </E>4. Display the HUD Widget and set the text. Add this to the end of the code above where we applied the traits (we used "applyplayertraits") <E type="Action" name="WidgetSetText"> <Param type="Widget">Widget2</Param> <Param type="Tokens2" stringIndex="You are a bro!" /> </E> <E type="Action" name="WidgetSetPlayerVisibility"> <Param type="Widget">Widget2</Param> <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" /> <Param type="Bool">True</Param> </E>Larger Text This one's a bit odd to set up, as it's actually a 2D Navpoint, but when set up correctly, functions as a larger text widget. To use it, follow these steps -Add all strings as we did earlier -Get a reference to the skybox -Set the navpoint to the skybox -Make it visible 1. This is basically the name we're using to store the skybox in so it can be referenced later. Add this to the database for Global Objects. If you don't have one, make one under the objectfilters database. Here is what the completed thing looks like. <GlobalVariables> <Objects> <Var networkState="HighPriority" name="GlobalObject1" /> </Objects> </GlobalVariables>2. To get a reference to the skybox, add this as the very first trigger (Sorry for bad spacing) <Trigger execMode="OnEachObject" name="GetAnObjectForTheHUDTrigger"><Elements><!--Find the first object (usually the skybox)--><E type="Condition" name="Comparison" unionGroupID="-2"><Param name="Result" type="VarReference" varRefKind="Object" varRefType="ExplicitObjectType" dataType="GlobalObject0" /><Param name="OperationVar" type="VarReference" varRefKind="Object" varRefType="ExplicitObjectType" dataType="NONE" /><Param type="ComparisonType">Equal</Param></E><!--use this as our HUD marker--><E type="Action" name="VariableOperation"><Param name="Result" type="VarReference" varRefKind="Object" varRefType="ExplicitObjectType" dataType="GlobalObject0" /><Param name="OperationVar" type="VarReference" varRefKind="Object" varRefType="ExplicitObjectType" dataType="Iterator.Object" /><Param name="Operation" type="OperationType">Set</Param></E><!--Find the first object (usually the skybox)--><E type="Condition" name="Comparison" unionGroupID="-2"><Param name="Result" type="VarReference" varRefKind="Object" varRefType="ExplicitObjectType" dataType="GlobalObject1" /><Param name="OperationVar" type="VarReference" varRefKind="Object" varRefType="ExplicitObjectType" dataType="NONE" /><Param type="ComparisonType">Equal</Param></E><!--use this as our HUD marker--><E type="Action" name="VariableOperation"><Param name="Result" type="VarReference" varRefKind="Object" varRefType="ExplicitObjectType" dataType="GlobalObject1" /><Param name="OperationVar" type="VarReference" varRefKind="Object" varRefType="ExplicitObjectType" dataType="Iterator.Object" /><Param name="Operation" type="OperationType">Set</Param></E></Elements></Trigger>3. Now to display the navpoint. Add this under the "applyplayertraits" command we added earlier <E type="Action" name="ObjectSetNavpoint"><Param name="ObjectVar" type="ObjectReference" varRefType="ExplicitObjectType" dataType="GlobalObject1" /><Param name="NavPointName" type="NameIndex">navpoint_megalo_message_hostile</Param></E><E type="Action" name="ObjectSetNavpointVisibility"><Param name="ObjectVar" type="ObjectReference" varRefType="ExplicitObjectType" dataType="GlobalObject1" /><Param name="Param1" type="EntityFilter" filterType="Any" /></E><E type="Action" name="ObjectSetPriority"><Param name="ObjectVar" type="ObjectReference" varRefType="ExplicitObjectType" dataType="GlobalObject1" /><Param name="Priority" type="NetworkPriority">High</Param></E><E type="Action" name="ObjectSetBountyText"><Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="GlobalObject1" /><Param type="Tokens1" stringIndex="You are a bro!" /></E>Now we're done. And this is why I shouldn't make tutorials, I probably just confused you all.
  4. General

    It was implemented so that you could set loadouts separately based on Biped. It was done for UI purposes to get Invasion loadouts to work.
  5. Support

    When Timer is 5 And numericscratch0 is 0 *Do whatever you want* Set numericscratch0 to 1 Since the first two conditions using "and", the trigger won't work if the second condition is false (if numericscratch0 isn't 0), and the end of the trigger sets numericscratch0 to 1, which allows the trigger to activate once for a tick when the timer hits 5.
  6. Support

    Yeah, it used to do nothing and then it became the explosion's reference when the explosion was patched in.
  7. Support

    I found this in Assault... <E type="Action" name="CreateObject"> <Param type="ObjectTypeIndex">odd_confetti</Param> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="GlobalObject2" /> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="GlobalObject0" /> <Param type="ObjectFilterIndex">NONE</Param> <Param type="CreateObjectFlags">0</Param> <Param type="Point3d" /> <Param type="NameIndex">NONE</Param> </E>
  8. Support

    What about by using playerpressedbutton and then reducing the monitor movement speed and turn radius?Shouldn't be a problem if only 1 player is forging. There has to be a way to change monitor speed...
  9. Support

    They released a WumboScript Viewer yesterday
  10. Support

    Store the player as globalplayer1 when he drops the ball or dies with it using a VariableOperation Then compare the ownerteams of globalplayer0 (the current carrier) and globalplayer1 (the last one) using a comparison condition.
  11. Gametype

    I think the game automatically ends the round when all but 1 team run out of lives.To make it work, you'd have to have unlimited lives and use some roundabout scripting to set players that die to have no lives and to give each team 1 point for victory conditions, which ends the round because that's the scoretowin. You can use a userdefinedoption as a "lives" option.
  12. General

    That command doesn't work at runtime. I've tried it. From what I've heard, you'd have to use Megalo to spawn an idenical weapon and use the nevergarbage createobject flag. You'd have to use spawn sequence for the spawn time using timer's. The weapon would act like a static spawn but you wouldn't be able to change spare clips. I might work on it later.
  13. General

    I have a feeling that if you use Objective Ordnance, it won't display the Drop Recin warning since the gametype can't predict it (like in Dominion).
  14. Support

    So since the Legendary flames are armor, it'd be impossible to use them with Megalo?
  15. General

    Something I was trying to do with Custom/Classic CTF was adopt the larger text. I tried that one, and it didn't work Couldn't I use the ObjectIsInBoundary Condition to set the navpoint, its priority, and its text? That's how I was thinking callout zones could be done.
  16. Gametype

    I mean if you see the player, you know he has the bomb. In pre-Halo 4 CTF, you can see the flag in his hands or on his back, despite there being no waypoints. That's what I'm getting at. There needs to be some indication if the player you're shooting at has the bomb or not.Normally, you'd see them holding it or see it on their biped, but since it looks ugly when attached, it's better to just change the carrier's color
  17. Gametype

    But how will the enemy know if there's no waypoint?
  18. Gametype

    I'd recommend attaching it, using objecthide on it, and then changing the carrier's color as a visual indicator, since I can't get it to look good right now.
  19. General

    Should be entirely possible using navpoint_megalo_message_hostile (the text you guys were talking about). The problem is I can never get it to work for me, even after copying it from a working gametype
  20. Gametype

    The same as Carry Style does in Custom CTF It's an option that allows the player to carry the bomb in his hands like normal or have the bomb be attached to his biped so he can still shoot and throw grenades. I wanted to add it to Fuse so ovr can use it in his Promod settings. The link works now, it might have been a problem with my phone's browser.
  21. Gametype

    Link's broken By the way, mind if I add a SpeedBomb option for Promod's sake?
  22. Support

    Change the interaction filter to none (prevents the player from picking up the beacon like a weapon), use the objectsetboundary action on the beacon. Then use the condition objectisinboundary with the action objectattach. You attach the beacon to the player's biped.
  23. Support

    The Extraction Beacon that you can pick up and drop is called "carry_bomb". To make it manual pickup, you can use the weaponpickuppriority action (set it to hold action). You can use itemgetownerplayer to store the carrier as objectplayerx. Then you can run a comparison later to check if objectplayerx does/doesn't equal none. I don't know what the action you've posted is. I've seen it used before too.
  24. Support

    I thought the engine automatically ends the round when a team runs out of lives?
  25. Support

    I assume you'd then delete the ball and create a new one in front of the player right?