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  1. Version ------------


    Look here You need an RGH/Jtag or a Devkit. Patches add to shared cache in [play]. Thanks to Zedd
  2. Salutations, and welcome to Halo Reach: Evolved, my first modding project. This is a campaign overhaul for Halo Reach that aims to bring in certain aspects from the original trilogy of Halo games, edit some of the enemy encounters, and alters the weapon and vehicle sandbox to give each tool of destruction its own distinct niche in the game, similarly to how every available weapon in Halo: Combat Evolved had a unique role to fill in that game. VERSION 2 EDITS WILL BE BOLDED IN THE POST! Preview: Changes: General: Armor Ability usage is removed with the exception of the Jetpacks on Exodus since it's required to finish the level. Player movement speed is 10% faster and jump height is 25% higher. Carry up to 4 of each type of grenade, and frag grenades only explode "when at rest" like they do in Halo: CE while also using the Halo: Reach Beta damage values. Crosshair has been centered, but there's also a non-centered crosshair version for those who prefer the original crosshair location. Film Grain effects removed from each mission. Edited encounters on some of the missions. Edited view model positions, but uses original positions in the non-centered crosshair version of this mod. This mod has had its Legendary difficulty rebalanced: projectile tracking vs player uses Normal difficulty value, and Elites do less melee damage. Weapons: MA37 Assault Rifle is now called the MA37B; like in CE, it has a 60 round magazine, fires in 15 rounds per second, and has a wide firing spread. It can now be burst fired for more accuracy like the original Reach AR. View model positions akin to CE counterpart. M6G Magnum is now the XM6D, a prototype of the famous Halo 1 Pistol: 8 round magazine, full-auto capability like in CE, slightly higher damage per shot than the standard Reach pistol, and the exact same bloom mechanics from the multiplayer version of the CE Pistol. View model positions akin to CE counterpart. M392 DMR is now the M392 Battle Rifle: 3x magnification, 3-round bursts, zero-bloom, and a sage-green numbers plate like in the Reach Beta. Needle Rifle has a 4x magnification, double the damage per shot than standard Reach NR, only takes 2 needles to supercombine unshielded enemies, but has a slower rate of fire and only a magazine size of 10 needles. Plasma Repeater is now the Plasma Spate: 5-round burst plasma weapon that works well in close-mid range firefights. Also uses a new dark-blue color scheme. Slight damage buff from v1. NEW WEAPON: the Brute Plasma Spate. Fires slower 4-round bursts with less accuracy and worse heat regulation, but has way more stopping power than the Elite variant. Plasma Rifle's damage has been buffed to Combat Evolved levels of power, and it uses a color scheme that's reminiscent of the CE variant. View model positions akin to CE counterpart. Plasma Pistol view model positions akin to CE counterpart. Spiker is now the Eviscerator: a fully-automatic Brute shotgun that fires 5 spikes per shot, with a max range of 15 world units. Concussion Rifle received a 50% damage buff, is now a Brute-exclusive weapon. NEW WEAPON: PROTOTYPE PLASMA CASTER! Elite-exclusive Concussion Rifle variant equipped with two firing modes: standard shot that has its projectile airburst after bouncing once, and a charged shot that fires a stronger tracking round at a very high velocity, and it can stick to anything. However, it costs double the ammo to fire. Fuel Rod Gun now takes heavy inspiration from the Combat Evolved variant: battery-powered, dark-purple color scheme, a more pronounced arc for the projectile, and a wider firing spread. Sniper Rifle fires about as fast as the Halo 1 and Halo 2 variants, but its heavy vehicle damage has been significantly reduced. Rocket Launcher now locks on to ground vehicles as well as aircraft a la the Halo 2 variant. Spartan Laser has one extra shot, giving it 5 total like its Halo 3 counterpart. Appears near the end of ONI Sword Base. Energy Sword is now usable again, and can melee immediately upon switching to it like in Halo 2. Plasma Launcher is now usable again, and has its Halo: Reach Beta values. Vehicles: All vehicles received a 50% base health increase. Warthog Chaingun received an accuracy buff, returning it to its Halo 3-era settings. Troop Transport Warthog has its own segment on the ONI Sword Base mission. Mounted Machine Gun Turret received an accuracy and damage buff, but at the cost of a slow start-up time, returning it to its Halo 3-era settings. Two more have been added at the end of The Package. Rocket Warthog's projectiles do 50% more damage. Falcon Chin Gun is now fully automatic with an overheat function. The Revenant is now the Apparition, a mobile Covenant Flamethrower platform that does massive damage to infantry, but has a worse heavy vehicle matchup. Characters: All Grunts wear the Minor's backpack. Majors are a more defined red like their original trilogy counterparts. Heavys are a more defined green like their original trilogy counterparts. Spec Ops use the same armor colors as the new Spec-Ops Elite. Elite Officers, Ultras, Stealth, and Zealots wear the Minor armor. Elite Zealots wear Goldenrod primary and Black secondary. Field Marshalls wear Black primary and Goldenrod Secondary, uses the Field Marshall armor once again. NEW ELITE RANK: THE "TRUE" SPEC-OPS! Midnight-colored armor w/ the Spec-Ops armor set, uses Needle Rifle, dual Needlers, or Prototype Plasma Caster. The only Elite rank to throw Plasma Grenades now. NEW ELITE RANK: THE STEALTH ELITE! Basically the same as the standard Reach Spec-Ops Elite, but uses the Minor armor set. NEW ELITE RANK: THE ZEALOT CHAMPION! Zealot variant that wields an Energy Sword and a Jackal Shield. Elite Generals now use the old purple Zealot colors. Elite Officers wear a more defined red color like the Majors did in the original trilogy. Elites can now dual wield the Plasma Pistol and Needler alongside the Plasma Rifle. Elite Ultras and those of a higher rank will pull out an Energy Sword when they berserk. Hunters can now be boarded from behind once their back armor is broken off. Human AI allies have double the health and fire the rocket launcher at slightly further distances. Noble Team uses original armor colors once again. Shoutouts: AltSierra117 - for helping me figure out shader editing, weapon/equipment swapping in the scnr tags, hunter boarding, CHDT swapping, AI Generic Firing Pattern editing, and a bunch more stuff. Lord Zedd - helping me get the gate on Sword Base to open when I swapped out the Target Locator for the Rocket Launcher, helping me figure out some things relating to squad editing, and a bunch of other stuff I can't remember rn. Gamecheat13 - for various ideas JJIJR - Flame Projectile for the Apparition. EDIT: Fixed an oversight on m35 (Tip of the Spear) where Kat still used her v1 armor colors in the cutscene. Fix applied to both standard and uncentered crosshair patches. EDIT 2: Important disclaimer: On New Alexandria when attacking the Hunters in the Disco Room, do NOT board them AFTER destroying the jammer. If you do, the game thinks you're back in your Falcon and it'll de-load the entire area as well as everything in that BSP's vicinity, including yourself since you'd be attached to a Hunter. I don't know a way to fix this as the script itself is super important to the mission in order to prevent massive frame rate drops, I believe. You can board the Hunters just fine beforehand, though. Also, the Hunters that show up in the side missions will do the same thing, so I don't recommend boarding them period and just kill them with your Falcon or via whatever other means you wish. Download Link:!AgBNuu4h4p5cxCYa80zapaPWolnH!AgBNuu4h4p5cxzhjI6klZPDj7V1I?e=XmeVjw (Uncentered Crosshair mode)
  3. (Took about a week, but I finally managed to get this fully functional and up and running. first attempt: Black screen; frustrated second attempt: Freeze at certain point in mission; irritated third attempt: Success. Had to play through the clean Tsavo Highway mission first before conversion) Anyway! Welcome to Forge in Campaign - Tsavo Highway. This conversion is my first map conversion for Halo 3, and it includes just about everything added to forge palette such as: Selectable Weapons Vehicles Equipment Scenery Respawn Point This is indeed, my first conversion, so don't expect anything spectacular other than playing through the mission with Forge. Gamecheat13 plans on creating a whole series in Halo 3 for Forge in Campaign; AI scripts, and much more... Select GREEN team for Human, I think ORANGE for covenant? PATCH Be sure you patch the original campaign map, then just toss it into your maps folder with the info!
  4. Hey guys, I made a simple mod which basically allows you as well as your friend to play as ODSTs on The Ark. It is in 1st person, meaning that there is kind of no point to this mod, however, if you watch it in Theater mode it is pretty interesting to watch. Also, the gameplay feels like you are an ODST due to the tweaks I made to the health, melee, and speed. I have yet to provide images of the mod and will do so soon. Download link: First player is ODST Captain (ODST with red markings) Second player is regular ODST (ODST with no markings) Melee is decreased to match the melee of a marine Walking speed is decreased to match a marine's Jump stays the same due to difficulty completing mission with small jump
  5. NOTE: This WILL NOT work for those who do not have a modded Xbox 360 console. Sorry! There are two parts to this tutorial; part one will teach you how to extract .tag files such as [bipd] which will be what we are using for this and is crucial for part two, part two will teach you how to import the extracted [bipd] Part One - Extracting your [bipd] 1. Open up a .map file of your choosing 2. Choose any campaign .map that you want (preferably citadel because it has the most bipds and char) 3. Once opened, go to the bipd taglist and choose any bipd you want for this tutorial, I will be choosing the grunt.bipd 4. Highlight and right click on the grunt bipd tag and Extract... (With Raw) 5. Now, you will need to drag your .map file over to your neighborhood map folder Part Two - Importing your [bipd] and playing as your character 6. After that, you will go to the .map you're wanting to mod 7. Import the extracted bipd you chose 8. Find the taglist [matg] 9. Search for, "Player Representation" 10. Choose whichever player you are, elite or masterchief I am player masterchief 11. In the red box is what bipd you will be changing and you can change it whatever you want I chose the grunt.bipd once again 12. As you can see, i chose the grunt bipd, once you've chose your bipd, click poke and respawn After I’ve poked, here’s my grunt after respawning Be sure to check out my YouTube channel!
  6. I know the modding community is dead and all but I'm just throwing it out there so other people can enjoy, this is a simple swap that lets you play as odst third person and gets rid of the brutes and replaces them with elites, I enjoy fighting elites rather than brutes, I have many maps like this I am willing to upload make sure you have modded xex obviously haha.!YD4wQKgC!kQvm0ffosMPaMYWPWNqxIcGbKjpgu8oOUcSS1MYRueI
  7. Just wanted to make something clear for you guys. You need a JTAG or a Devkit to use any of the patches in this section, and if you have a JTAG or Devkit and are wondering how to use the patch then here's how you do it: 1. Get a .map file according to the map that the patch is on off of Halo Reach. (from HDD or wherever you have Halo Reach stored) 2. Download the patch you want to apply. 3. Open SnipeStyle's patcher or Ascension. 4. Click apply a patch. 5. Select the map file and the patch. 6. Once you have applied the patch move the .map file back on to your HDD or wherever you have Halo Reach stored. 7. Enjoy playing on your patched map. NOTES: 1. You can also just poke the patch with ascension if you have RTH. 2. If the mod you downloaded includes them you will need to move the .blf files into the map images folder and .mapinfo files to the info folder. I posted this because I've seen a lot of people asking "how do I use this patch" Hope this helped. NOTE: You need a patched XEX to play on your patched map or it will give you a error! Short tutorial program attached Virus scan Applying patches to maps
  8. Hello I can not play in campaign forge mode I download the card on I put it on my usb stick then I put it in the xbox and I have nothing forging menu. if someone can help me it would be very nice thank you
  9. Muy buenas, comunidad del modding. This is the first release of the overhaul mod for Halo 3: The Great Schism. This mod brings some new features to the game as well as bringing back some others that went absent from previous games, mostly the reincorporation of old Elite enemies. Missions uploaded: Sierra 117, Crow's Nest, Tsavo Highway and The Storm. Next update: Floodgate, The Ark and the Covenant What's new to the mod for version 1.0: =Weapons= =Enemy encounters= =Other stuff= DL: Sierra 117 Crow's Nest Tsavo Highway The Storm =Known bugs= Credits: TheVengeful'Vadam- Testing and tips for certain weapons. Akarias- Helping me edit Brute Plasma Pistol's propierties. ShrektFam- For his idea of injecting H3:ODST's BPR shaders. =Previews (Sierra 117)=
  10. .MAP

    hi, I've been looking for that mod or Spartan map for some time, but I have not found it. Did you want to know if someone has another download link? or if you have the mod that could happen to me pls :,
  11. .MAP

    Aight so first you need Ascension and a Jtag or Devkit. Then go find the plugins posted here and download them.. Now open Ascension and go to the MODE tag. And find the mongoose. If you have This (not trying to advertise but I dont think its posted on here. Only in HOnors Forum anyways.) build then it will be the EncryptedTag2831 if your using Nickas version from 7s then it should be 77(Im unsuure about that though) Then look for NODES. When doing this change the X,Y,Z CENTERS. Not X,Y,Z. the Chunk is the little drop down with a number at the top of NODES. Now lets start. Go to Chunk 7 X Center -- -0.0791884 Y Center -- 0.2 Z Center -- -0.2096452 Go to Chunk 8 X Center -- -0.07918847 Y Cneter -- -0.2 Z Center -- -0.2096452 Go to Chunk 9 X Center -- 0.26401 Y Center -- 0.3 Z Center -- -0.2212102 Go to Chunk 10 X Center -- 0.2640099 Y Center -- -0.3 Z Center -- -0.2212102 Skip 11 & 12 Go to Chunk 13 X Center -- 0.3864517 Y Center -- 0.428 Z Center -- -0.1400001 Go to Chunk 14 X Center -- 9999 Y Center -- 9999 Z Center -- 9999 Go to Chunk 15 X Center -- -0.2849997 Y Center -- -0.3 Z Center -- -0.14 Go to Chunk 16 X Center -- -0.2849999 Y Center -- 0.3 Z Center -- -0.1400001 Go to Chunk 17 X Center -- -0.2849986 Y Center -- -0.43 Z Center -- -0.14 Go to Chunk 18 X Center -- 9999 Y Center -- 9999 Z Center -- 9999 Now Scroll down to Bounding Box and change these Y(min) -- -0.23 Y(max) -- 0.23 Credit for the Co-Ords go to me.
  12. All credit goes to Lord Zedd for his research on this subject. I just made the tutorial. I also haven't went over this in a while, since leaving a few years ago so if there's something wrong please let me know and I will fix! [HALO 3] I’ll be having the grunt animation inherit MC’s animation’s. (parent) MC = inherited animation (child) Grunt = Local animation In the animation you want to have Inherit some other animation, expand the “Inheritance List” block. Now, you’ll see a tagref “Inherited Graph,” add the reference to the animation you want to Inherit (MC in my case). Open that animation. Navigate to the “Skeleton Nodes” block and note the count size and go back to the local animation and expand the “Node Map” with the same count. For example, the count size for MC, is 51 so I’ll be adding 51 chunks to the “Node Map” block. Go back to the animation you want to Inherit (MC in my case) and go through each “Skeleton Nodes” chunk and note the “Name” StringID for each chunk as well as the chunk. Now, go back to the local animation, (in my case the Grunt) and go through its “Skeleton Nodes” block and note each “Name” StringID for each chunk and the chunk number itself. Each chunk in the “Node Map” block corresponds to a chunk in the inherited animations “Skeleton Nodes” block. Go through the local animation’s “Skeleton Nodes” and note the indexes of the strings that show up in the inherited animations “Skeleton Nodes” block. So for instance, the first chunk (0) in the inherited animations “Skeleton Nodes” block is “pelvis,” and the first chunk (0) in the local animation’s “Skeleton Nodes” block is also “pelvis.” (remember, the chunks in the “Node Map” match up with the chunks of the inherited animation’s “Skeleton Nodes” block, so chunk 0 in “Node Map” corresponds with chunk 0 in the inherited animation’s “Skeleton Nodes” block) so for the first chunk of the “Node Map” block make the “Local Node” control the index of the corresponding “Skeleton Nodes” index. So for me index 0 of the “Node Map” block is 0 as that is local animation’s corresponding node value: If the StringID appears on a different index in the local animation’s “Skeleton Nodes” but appears on some other index in the inherited animation’s “Skeleton Nodes” block, then in the corresponding chunk in the “Node Map” (remember, the chunks in the “Node Map” match up with the chunks of the inherited animation’s “Skeleton Nodes” block, so chunk 0 in “Node Map” corresponds with chunk 0 in the inherited animation’s “Skeleton Nodes” block) give the “Local Node” control the index of where that StringID shows up in the local animation. For example, in the inherited animation’s “Skeleton Nodes” block chunk 2 is “r_thigh” but in local animation’s “Skeleton Nodes” block “r_thigh” appears on chunk 3. So for the “Node Map” block I gave the “Local Node” control 3 as that is local animation’s corresponding node value. If there is a chunk in the inherited animations “Skeleton Nodes” block that doesn’t appear in local animation’s “Skeleton Nodes” block, make it -1. Now, in the local animation expand the “Node Map Flags” block inside the “Inheritance List” block. The “Node Map Flags” reflect which nodes in the “Node Map” block are used, meaning a bit should be unchecked if you made the “Local Node” control -1. Each chunk corresponds to the first set of numbers in the series. Node 0, 32, 64, 96, 128, 160, 192, 224 Node 1, 33, 65, 97, 129, 161, 193, 225 Node 2, 34, 66, 98, 130, 162, 194, 226 Etc… The first chunk (0) of “Node Map Flags” corresponds to 0 – 31. Second chunk (1) of “Node Map Flags” corresponds to 32 – 63. Etc.… So add the proper number of chunks to “Node Map Flags” to encompass the total number of chunks in “Node Map,” since MC has 51 chunks you’ll need to add 2 chunks, 0 – 63. Duplicate the inherited animations [jmad] and steal its “Modes” block address and count and replace the “Modes” address and count in the local animation. Now go through every block and sub block in “Modes” and replace “Graph Index” with a reference to the “Inheritance List” index where you made all the edits, so for me it’s 0. You can sorta speed up the graph index process by: - hex replace a good pattern that includes the -1 This process is a bit different for halo reach. You use the “NEW Inheritance List” instead of the normal “.” From there you duplicate the Parent/animation you’re inheriting, rip out its animation block, plug it into the child (the animation you want to have inherited the child), and remove the inner block, set each blocks tagref to the original parent. Hex > line it up to a block a line > notepad++ then you can hold alt and select the tagref of everything and type it in once to fill it all To increment from 0 by 1: Edit>column editor What you are essentially doing is keeping the Spartan animation ordering and self-referencing to the original Spartan jmad, which is why you can then get away with notepad++ counting because everything is now going line up 1:1 the inner animation block holds like the raw index and stuff so that’s why you remove that the tagref says "get your raw info from this jmad and this index" If you animation breaks while you perform certain animations go to that specific animation in the parent animation go to the “Animations” block go to “Object-Space Parent Nodes” and either fix it or null it for that animation, or you can just null all of them for each animation to fix them all.
  13. .MAP

    Well, I make this thread to release an old .MAP mod I made almost 4 years ago. Since I saw that H3 AI PG I always wondered to have a Reach version of it, as Reach's AI was the best for me. Although a Reach version was never made in the end so I thought why don't I do it myself? So I did. But a bug involving Kat didn't let me continue so I stopped there. I saw someone else ask for it quite a while ago, but it took me a while to release it LOL So here's my most stable build: It cannot be considered an AI PG because it is not perfect. Might/might not continue it, although I may start it over. Contains: Known bugs: Hasta la próxima, Spartans. Maydelcore, fuera.
  14. This mod allows you to customize, colour and play as your own brute in multiplayer though its in very early development at the moment and I haven't tested it with more than one person as I'm using Xenia. The helmet and the body work perfectly apart from one or two helmets but most work fine. The armour does not load in-game for some reason and I will figure out for the next update which should be a polish like make sure everything loads and the armour works properly. All aniamtions work and I've added a fp model with some brute shaders on but will try to mess around with nodes and custom bitmaps to make it look better in the future. Download link - Hope you enjoy because I didn't get very good sleep yesterday lol Also a big thanks to Lord Zedd, Tuco Studios and Akarias
  15. .MAP

    Edit 9/12/15 - Fixed grammar and fixed somethings. Things you will need - Assembly can be found here and how to compile here. -,, and for the selected Halo game you want to do this in - Console that can play unsigned code - xex with checks removed, AI in multiplayer and the ability to spawn AI via effect tags. Halo Reach Halo 3 *Make sure you have "Show invisibles" on. Step 1: First open a campaign mission and extract any [char] tag(s) you want, I'll be doing the Brute [char]. Give Assembly a minute to extract the selected [char] tag(s). TIP: extracting the [char] tag brings the [bipd] tag as well, but some [char] tags are variants of the original and some may not contain the [bipd] tag it's always safe to just extract the main base [char] for what AI you want and if you have to have a different variant then change it in the [hlmt]. once you have the [char] tag(s) you extracted somewhere leave them and open the map you want the AI to be in. I'll be opening Sandbox. So now it's time to prepare a [effe] tag so we can have our AI spawn. You have 2 options to attack this, both methods require you to duplicate a [effe] tag the first one: Pick a random [effe] tag, duplicate it and add the "Parts" block with Assembly. or Find an [effe] tag that already has a parts block and fix it accordingly (look at the first way to see what I changed). Step 2: Do a search for objects\multi\spawning\respawn_point once you found it again right click it and click duplicate tag and make the name something you'll remember, something to do with your spawn, like "objects\multi\spawning\brute_respawn_point"; now you'll need to close the map and reopen it so the newly duplicated tag shows up. First go to "Multiplayer Object Properties" Change the "Type" to "Equipment" And in flags uncheck bit 3. save. Now go to the "Functions" block and click the "+" next to the chunk count to bring up the "Tag Block Reallocator" and add 1 new entry count. Once done, check always active in flags and change both "Export Name" and "Import Name" to either respawn_point, spawn, or active (they all should work). Save. Now go the the "Attachments" block and click the "+" next to the chunk count to bring up the "Tag Block Reallocator" and add 1 new entry count. At "Attachments" use the first drop down box to find [effe] class and use the second to find the edited [effe] tag I.e for me I'll find fx\spawn_effects\spawn\AI\brute_minor. Lastly, at "Marker" change the stringID to "spawn" Save. Once done, go to [scnr] and search for "Sandbox Goal Objects", and add the spawn point there. Save. Or add it to whatever sandbox palette you want. Halo Reach: In order to get the spawns to work in Halo Reach you'll need to change the spawn point hlmt to "objects\multi\models\mp_spawn_point\mp_spawn_point" in addition for Halo Reach go in the effect under the "parts" block make "Location index" 0 instead of -1 JJIJR had the idea, I just decided to figure it out myself and make a tutorial. Want the tutorial as a pdf? Download here: MEGA outdated tutorial Virus scan here: Old tutorial here:
  16. Hello! I was messing around on Gamecheat13's Fireteam Support map and I was wondering how to do this with other maps?
  17. .MAP

    File Name: Fly The Phantom File Submitter: bfixer117 File Submitted: 07 Apr 2013 File Category: .MAP Mods Patch that allow you to fly the phantom Map: -The Covenant Features: -Flying of the phantom -Shooting of the cannon bugs: -There is a shade turret proj shot from the cargo bay along with the chaingun Future Updates: -Allow entry into all seats -Fix cargo shot Click here to download this file
  18. .MAP

    File Name: Fly The Pelican V0.9.6.0 File Submitter: bfixer117 File Submitted: 24 Apr 2013 File Updated: 25 Apr 2013 File Category: .MAP Mods -Allow you to drive the pelican and shoot the missile pods -Uploaded To MediaFire Because it said the patch file size was to big Covenant) If Video Is Unavailable then its still uploading Video: Click here to download this file
  19. .MAP

    Hello, I've recently figured out how to .map mod with assembly and I was wondering where the text colour on the menus would be located on Halo: Reach. I'm trying to change the text colour on the matrix menu to be purple instead of green. I also wanted to know where other text colours are located as well. If anyone can please tell me where the text colours are located on Assembly, then I would really appreciate that.
  20. .MAP

    Campaing vehicles
  21. You WILL NEED to add 3210 to your Halo3.campaign file. I also highly recommend using my modded xex. The mod will still work with a normal modded xex, but mine will enable modified object spawning sizes, which some of the ai/vehicles use is the whole point of this mod. My xex is using TU1 so im not sure if it works with other TU or not. full picture album Think you can fight the gods? There are four diffferent rounds, one after the other after each die, then a final round. This map has lots of scripts, in fact just about everything is scripted, the ai, everything they do, a garbage collection script to keep the map going without lag, scripted working elevator, scripted giant moving doors for the bonus round, pelican weapon capsules constantly scripted to drop from the sky for replenished ammo, friendly ai will constantly respawn when low on numbers, music is scripted to switch for the bonus round, etc. Also, some edited projectiles, a some extra weapon capsules way out there, if you dare enough to go get them, edited effects, the scarabs will chase humans all around the map. First there will be two giant stalker brutes with red loud laser beams from their heads, then giant hunters, then scarabs, then giant brute chieftains with hammers, then the bonus round with everybody at once. Also imported the same scripts from the trench funrun mod, select+switch grenades for switching 50% and 100% gravity, and select+melee for toggling invincible players. thanks to gamecheat13 for the base map I worked from, and also lord zedd for various tutorials n stuff. I threw in my scripting notes to the folder as well if anyone is interested in understanding the scripts. It's a serious mess in there, it's not elegant at all, it just works, just for research/examples or whatever.
  22. Shits out of date and some parts are flat out wrong, you have been warned. Fantastic, you can now navigate expressions according to the script itself and hopefully will be able to see any "invisible" expressions that assembly does not show. Let's have a go at writing our first expressions, the classic low-gravity script. Good stuff, you can now write a basic script. All you really need to do now is read some example scripts or the single player scripts for examples on how to write certain values and expressions. Below will be some examples of logic and detecting player input.
  23. .MAP

    Couldn't have done it without referencing the truck in ai_generic - Thank you so much Gamecheat! I thought this mod would be significant enough to post here, after all, it did take some time to remake. There are a total of 12 trucks set up in Squads for scnr (feel free to add more) and you can mess around with different objects that are attached to the containers. Some things you should know: Trucks spawn at -860, 662, -48 (may need to do some flying around to find them) Original map to patch is (just obtain the original conversion off gamecheat's blamdepot) Convoy tends to slide around sometimes; had to continuously mess around with the bed_long's moving friction & mass to get the trucks moving. PATCH
  24. Gamecheat13 did this for one of his videos (can't remember which) so I did my best to recreate this experience. I simply set up the AI within the Squads from Lehvak's tutorial and went from there (we miss you Lehvak!) Team should spawn through easy, normal, legendary ect... Also. Be aware of the zombies when they die; they start walking around without a gun. Modifications: Injected Noble Team Lowered fog intensity Changed wraith's projectile to revenant bolt. PATCH
  25. I have just started a project that i have always wanted for a very long time now and yes gamecheat13 (Inspired me to actually do this) did make the covenant and the storm forgeable i plan on expanding on that, i have started on floodgate which i have broken many times (i believe around 20x) just trying to convert it and make Ai. Floodgate is very gltichy at the moment as i used it to test stuff out. i have completed sierra 117 and i am now on crows nest. I planned to complete this by saturday but due to me wanted to add as much as possible that people want (i have gotten a few suggestions by GeneralKidd, Tuco (A good youtuber: TucoStudio) and a few other suggestions, it will be a week to a month long project (probably week long). If people like this i will try to do it with both odst and reach. Also feel free to suggest any other mods you would like me to do. And if anyone has any knowledge about maps or whatever you think would help me out that would be appreciated as well!