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ReteroX

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About ReteroX

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  1. Modding

    Yeah, it's a bit of a bolted on engine by the time Reach came around, but there's no denying it does the job. I'll have to keep looking around on the weekend, but it's not looking good. Thanks for the help!
  2. Hey maties, Just wanted to know if anyone had managed to find a way to force the crosshair to be the point where a shot is initially facing. My dilemma is that I am trying to implement a weapon balance system that is focussed around linear recoil with absolutely no error or bloom. So far so good? Well, no. When you start playing around with a weapons' csdt file, you might notice if you set the rotation high enough that the weapon always shoots to the default crosshair position, even if the camera rotation has moved the crosshair above the default crosshair position. From this experiment, it is clear that the recoil in Reach is purely cosmetic, which is rather annoying when you compare Reach to Halo 2, where recoil works as one would expect. Has anyone found a solution for this (some sort of Boolean that changes the behaviour maybe), or was recoil in Reach never properly implemented?
  3. .MAP

    Following up on h3r3t1c here, I am very familiar with dxt files from working with Bethesda's games, I just can't get Assembly to export any sort of image files.
  4. Modding

    I'm still using the "user compiled" version of Assembly, maybe it's time to make the switch; thanks for the heads up!
  5. Modding

    Fantastic, thanks for the information! I've already got firing patterns down (default are so bad) but the range variables are incredibly useful to me. I really appreciate the help!
  6. Hey people! I'm sure I'm missing something, but I've been playing around with AI behaviours (char) and I can't find a way to make certain enemies like Elites or Grunts keep their damn distance. In one of my mods I have made the AI far more capable at ranged combat, but they keep walking into melee range, becoming easy kills. What I want is to define a minimum range at which point they will back off and continue ranged combat. I hope someone has figured this out, it's really bugging me because I feel like it should just be a single variable.
  7. Thanks for the response! That definitely makes sense given what I've experienced. I found a way to work around it anyhow, thanks again for the help!
  8. BioGoji1989 I just had this issue and came back here to confirm... Could this be an issue with using an unfinished fork of Assembly or is Reach set up differently from Halo 2? Very curious.
  9. Welp, I've since had no luck with this endeavour. I tried copying functions, which resulted in a crash and I've looked over the Engineer bipd with no success. Hopefully someone figures it out.
  10. I would assume it could work, based on the fact that Engineers work. I would look at their bipd, but I'm away from my PC (It's storming 'tropically' here) for now. Perhaps you can even get a Brute to use the same behaviour as an Engineer with a very small radius? I haven't seen how it works yet, but I want shielded enemies in my mod too so it's in the agenda. If I recall correctly, energy shields require a specific model of the character to work, perhaps such models are specific to the maps that have Engineers? I wouldn't be surprised. Either way, if this helps at all, please share if you figure it out. Best of luck.
  11. Well this is helpful! I've made the BR automatic in Halo 2 before, but I didn't know that it could be done independently of editing the fire modes from latch-zoom to spew. I need to keep testing then because I am currently trying to work out a weapon with two fire modes; copying the Plasma Pistol is not behaving.