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shanez1215

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  1. Pfeuff liked a post in a topic by shanez1215 in Implementing Bro Traits Into Other Gametypes   
    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.
  2. AbandonedCashew liked a post in a topic by shanez1215 in Classic CTF   
    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
  3. Gordon liked a post in a topic by shanez1215 in Issue with ObjectGetOwnerPlayer?   
    They released a WumboScript Viewer yesterday
  4. Gordon liked a post in a topic by shanez1215 in Issue with ObjectGetOwnerPlayer?   
    They released a WumboScript Viewer yesterday
  5. oVR liked a post in a topic by shanez1215 in Change Weapon/Biped Despawning Time   
    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.
  6. shanez1215 liked a post in a topic by Gabotron ES in Fuse   
    Fuse is the first iteration of the Search and Destroy gamemode from the Call Of Duty franchise brought to Halo.
     
    In this mode there are two teams, defenders and attackers. Scattered around the map there are active sites the attackers must plant the bomb in, the objective of the defenders is to protect their sites and defuse planted bombs before the bomb detonates.
     
    The match will end if any of the following conditions is met:
    - All players on a team are dead or waiting to respawn.
    - Attackers plant and succesfully detonate a site.
    - Defenders succesfully defuse a planted bomb.
     
    Fuse options:
     
    Fuse player traits set:
     
     
    Download Fuse 1.0
     
    ----------------------------------------------------------------------------------------------------------

    Required labels:
     
  7. AbandonedCashew liked a post in a topic by shanez1215 in Spawning Extraction Beacons   
    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.
  8. Guest
    Guest liked a post in a topic by shanez1215 in Search and Destroy Help   
    After fixing a ton of references, I found my issue. Turns out you can't set the icon of navpoint_oddball_carrier to a bomb. Odd.
     
    All ball related stuff (heh) is working not crashing my Xbox.
  9. shanez1215 liked a post in a topic by Teancum in Is it possible to keep objects from respawning when out of bounds?   
    I've never been able to get ObjectSetNeverGarbage to work. At all. I'd recommend in that if you want weapons to never despawn you create a gametype label named "weapon", then in your gametype get the label, get the object type in the label, then replace it with a new, totally Megalo controlled object.
     
    But yeah, I'm pretty positive ObjectSetNeverGarbage is busted in Halo 4, and may have never worked at all.
  10. AbandonedCashew liked a post in a topic by shanez1215 in Loadout References?   
    I think the Flood Loadouts use a separate loadout pallet and can be fully edited in Horizon.
    As far as I know, you can't apply player traits based on what loadout is picked, but you can give each loadout a different AA, disable it's usage, and then apply traits based on that.
  11. Gabotron ES liked a post in a topic by shanez1215 in Megalo Discussion   
    Use the playergetvehicle command and store the vehicle as objectscratchxRun a comparison that checks if objectscratchx is equal to none
  12. shanez1215 liked a post in a topic by 0IAH in Classic CTF   
    https://www.youtube.com/watch?v=YY-CjQ991mI
  13. Teancum liked a post in a topic by shanez1215 in Megalo Discussion   
    I thought only 10 (Bottom Center) worked in Halo 4? For Reach, there's a helpful image of it in Teancum's KSoft Gametype Work File that he uploaded, along with a bunch of other useful stuff.
  14. Cosmic lightning liked a post in a topic by shanez1215 in Megalo Discussion   
    Yep
  15. shanez1215 liked a post in a topic by AMD in Megalo Discussion   
    If you set it, then the game will use the statistic to determine a player's rank on the scoreboard instead of using the main score. IIRC it still ends the round when your main score hits the "Score To Win" setting though.First of all, the action to award points to someone can accept a team reference as its target, so that part is pretty simple. To check if all players are eliminated on a team, just do something like:
    scratch0 = 0 (this will store how many players are alive on red)scratch1 = 0 (this will store how many players are alive on blue)for each player{ if player lives > 0 { if player team = red { scratch0 = scratch0 + 1 } if player team = blue { scratch1 = scratch1 + 1 } }}if scratch0 == 0 and scratch1 > 0{ red team eliminated, blue gets a point}if scratch1 == 0 and scratch0 > 0{ blue team eliminated, red gets a point}if scratch0 == 0 and scratch1 == 0{ tie}Basically that counts how many players on each team are still left and then determines the winner based upon that.
  16. AbandonedCashew liked a post in a topic by shanez1215 in Classic CTF   
    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
  17. shanez1215 liked a post in a topic by Teancum in Megalo Discussion   
    Machinima LIVES! After months of manually rebuilding it I've finally got it to a state I can build from. I'm back where I was, and now I can move forward.
  18. Cosmic lightning liked a post in a topic by shanez1215 in Megalo Discussion   
    Hmm. At the very beginning of each section, you're comparing the userdata of the Iterator.Object (Object with the label) with the userdata of an ObjectScratch which has not been set to anything. This comes up false and prevents anything else from happening.
     
    You should change the 2nd Param to just a number. So it'd look more like this...
    <!--If the User Data is X--><E type="Condition" name="Comparison"> <Param type="VarReference" varRefKind="Custom" varRefType="UserData" dataType="Iterator.Object" /> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">X</Param></E>
  19. AbandonedCashew liked a post in a topic by shanez1215 in Classic CTF   
    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
  20. AbandonedCashew liked a post in a topic by shanez1215 in Classic CTF   
    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
  21. Gabotron ES liked a post in a topic by shanez1215 in Object Chaining   
    343 sees it and deletes it.
  22. AbandonedCashew liked a post in a topic by shanez1215 in Classic CTF   
    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
  23. AbandonedCashew liked a post in a topic by shanez1215 in Somethings not running through.   
    He's making a two hit flood gametype, where if you get hit once as a human, you will have no shields and will be "poisoned". In this state, the player will have traits applied to him and will die and become a zombie in x amount of seconds or if he's hit once by the Flood. However, if a fellow human stands near you for y seconds, you'll be "cured", and your shields will be able to start recharging back to full.
  24. AbandonedCashew liked a post in a topic by shanez1215 in Megalo Discussion   
    I'm thinking you might have to use numerics because you need a subroutine or virtual trigger to do it.Trigger start
    Start subroutine
    If x
    Then set Iterator.Player to a GlobalPlayer with a variable operation
    End Subroutine
    Start subroutine
    If y
    Set Iterator.Player to a different GlobalPlayer with a variable operation.
    End subroutine
    Trigger end
    Branches and Subroutines function the same most of the time, but branches "fuck up a lot less", according to Gordon.
  25. AbandonedCashew liked a post in a topic by shanez1215 in Headhunter