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  1. Hello there! Quick introduction: I'm a seasoned forger and currently one of the best in Halo 5. You can find some of my older stuff here with features of Rooster Teeth, Forge Labs, etc. Here are some screenshots of my H5 stuff, so you can see the artistic level I am at (Sorry, the "Insert other media"-option seemed to not have worked): https://ibb.co/zSBDYcm https://ibb.co/JRrr54x https://ibb.co/FYRTfcP https://ibb.co/WtRKsn2 https://ibb.co/WP6JpL6 The reason why I signed up here is because I need a modder to alter the Minigame gametype. I am building the most ambitious cooperative puzzle experience yet by increasing the immersion to new heights. Creating the puzzles, realistic environments, lighting and sounds takes up a looot of time, that is why I would like to outsource the modding of the gametype to an experienced modder. The gametype would still have to be fully functionable and editable by me (shield percentage or movement speed for instance), in case things change after testing. The modder would also be obligated to alter the gametype multiple times, if the vision changes and so on. Of course, I am willing to pay you for your efforts, don't worry. Now, please don't tell me that Halo 5 is already dead and Halo 6 around the corner, I am fully aware of that. This is a passion project for me to get the max out of this in-game editor. If you're interested in helping me and earn some easy money (or not easy, I don't know how difficult it is to realize my requests), then please message me at [email protected] . Thank you for reading!
  2. iv tried to spawn ai via tag effect i cant get it to work on mcc does anyone know how? thank you!
  3. Hey all, I noticed with the MCC PC H3 Flight they store the temporary theater files on an AppData folder. I am interested in parsing the film files to see if I can get timeseries coordinate data for the players/action/events. I'm not sure if this is possible, though. Is there any pre-existing documentation on these files I can look at? Does anyone have any experiencing working with these BLF files outside of injecting images into them? Thanks.
  4. First off thanks a supernova ton to Xephycraft aka weighta (here) for a jet pack boost in the right direction, and ALWAYS save a backup(s) of the original untouched map(s) as the Very Final Step is to just put em right back on the ol Xbax or the players will get booted/maps crash when going back online to systemlink (only mod/edit/assembilize the duplicate extra version of the .maps) With Assembly I was finally able to get all the "Extra Extended Number of Forge Object" in maps like Sword Base, Boneyard, Boardwalk ect.. I could ever want and was extremely simple to do of course but cause I'm dumb scum I was making it out to be hard. Using the "Small Crate Closed" in most of the following examples (actually the bigger crate best for walls/floor/new walkways/inclines) as it has most surface area. [Increase amount of Objects/Scenery] (aka "Entry Count") Per each map in Assembly go to: 1. sncr > Sandbox Palette -(scroll way down to it or keyword search it is fastest)- 2. Far right of >"Sandbox Palette"< scroll through the groups/numbers (can use up down arrows after a click too) 6-7 (8) out of the "(8)" groups is: "ff_scenery" -(it has the Small Crate in the forge "Scenery" section for certain maps like Sword Base)- 3. >"Entries"< section: scroll down through the groups/numbers again (can use up down arrows again) 3-6 (7) out of the "(7)" group is: "ff_scn_crates" -(to give us all the crates here in the 3rd final section)- 4. >"Entry Variants"< section: already has the "Small Closed Crate" aka "ff_scn_crate_small_closed" "ff_scn_crate_small_closed" -( at 0-7 (8) )- 5. Increase the allotted amount of like 10 Crates to 50 or whatevs in the "Entry Count" 6. Drop each items cost down to to like $5 a piece not impact the overall budget, so all/more can be placed without exceeding the budget ceiling in the "Entry Price" !!There is always of course going to be a magical limit to the amount of total Objects/Scenery you can forge onto a map and especially for my intentions of making them playable online systemlink style, with too many Objects/Scenery/Gadgets placed either the maps going to 1. Not play at all online, 2. Have too many visual, audible, or other artifacts 3. Be so sluggish it's virtually unplayable scum biscuits so yeah might want to attempt to not got too hard yo, but hard enough for some exciting variations!! [Making Objects/Scenery Phased] (aka "Non-Physical in Map Editor") or (aka "Rigid Bodies" "physics_model" change) For making the Forge Objects "Non-Physical" aka truly in the PHASED editing physics state in Forge to smash em into the walls/them selves/make forging faster and easier in these built in/non forge world maps. Per each map/forge object/item in each map go to:: - Small Crate Closed - object for example again here as is best/largest for new floors/inclines/walls (as palettes are very limited in the built in maps)- 1. bloc > objects\props\human\unsc\container_unsc_small_closed\container_unsc_small_closed (<<<is the actual Small Close Crate<<<) 2. Check aka X out the check box for: " Non-Physical in Map Editor" 3. Select the "Phased" Physics state while forging to experience true phased objects (BOUNS for faster Forging Per each Object/Forge Item - You can also check aka X out the check box "Phased Physics in Forge" in the "Multiplayer Object Properties" > "Flags" section. This simply just makes the item already in the "Phased" physics state when forging and the whole point of the guide here so yeah no need to scroll through "normal" > "fixed> then to phased in the Forge editor, might as well hit this check box while here for each item yo) !! for ALL other forge objects/scenery that do not become "Phased" by the above methods !! 1. Going to each objects "physics_model" tag in the " phmo " 2. >"Rigid Bodies"< section I just changed 1- "Motion Type" to> FIXED 2- "Size" to> TINY (I'm far from even knowing the best method to do this, and if it may not work for some items? The good peeps here probably know! I'm unsure, but for certain items like Multi Crates this worked just fine (as the: " Non-Physical in Map Editor" wasn't working) - I believe Jersey Barriers and Large Pallets (breakable/multiple state items) possibly need all "physics_model">"Rigid Bodies" changed but probs not -- Though side note when in forge, and if you don't, and the items state changes (you shot/grenaded/physically broke the barrier/pallet ect... and you can see this visible obvious change/damage to the object....then it's whole "PHASED" physics we worked so hard to change goes right out the window when you grab it (only/during it's temp/current broken state..till it respawns) obviously cause it has changed to the now broken aka ("garbage" in the tags list) version of the object and not the original one we had PHASED by changing the "Motion Type" and "Size" directly above ^).... -(Don't think you can Poke this and has to be saved then migrated over to the ol Xbax scum)- There's gotta be a better way/explanation here on the site somewhere, I had little luck finding it and spent my time rather jacking around with Assembly until i got the desired result so...ya please let me know so i can update this for others/myself possibly if ya feelin it [Removing Barriers simply for placing the Initial Load Out Camera] (aka "Soft Kill/Insta Kill/Invisible/Out of Bounds Barriers") First off Lord Zedd is the main mf man yo and this is just my noobish saibot shadow breakdown of these steps, where as the man himself has it all and more in his tutorial post titled " .map Modding - Getting Started " -There's >3 sections (5 total block items)(3 on one tag/page...2 on the utter)< you "most likely" will want to "Remove Barriers" for ALL and the same process is just -'zeroing'- out the >"counter"< in the info drop down dialogue for each section: [TRIGGERS] (kills or safe barrier boundaries) 1. scrn > "Scenario Kill Triggers" and "Scenario Safe Triggers" (fastest way to find them is search the key words top of the -scrn- page "scenario" or "triggers" ect... as they're near the bottom section of the -scrn- page) 2. To the far right of each section for "Scenario Kill Triggers" and "Scenario Safe Triggers" hit the italic "i " (symbol/box) to get the information drop down (than can be opened and closed with this button as needed) 3. Set the "count" number to "0" here for both > "Scenario Kill Triggers" and "Scenario Safe Triggers" < [MOPP Trigger] ("suspected to be softkills") 1. (still) scrn > "Scenario MOPP Triggers" (can continue using the fast search at top "scenario" or "triggers" ect...) 2. hit the italic "i " (again) 3. Set the "count" number to "0" (again here) [Design] (physical invisible walls) 1. (different page/tag now) sddt > "Design MOPP Codes" and "Design Shapes 2" (same quick search "design" now) 2. hit the italic "i " (each again) 3. Set the "count" number to "0" (each again here) -To even be able to place a forge item(s) such as the Intial Loadout Camera outside the maps "normal" forging area the BSPs MULTIPLE Flags per map have to be disabled as well (or it'll keep yanking you back into the "normal" forging areas of the maps when an items selected outside the "normal" area) luckily this too is pretty easy: [ BSPs Flags] (enables forging outside "normal" forging areas)(let's us place our initial/other loadout cameras) 1. scrn > "Structure BSPs" (near top of scrn tag/page) 2. Far right across from "Structure BSPs" scroll down through the groups/numbers (can use up down arrows after a click too) 0-2 (3) (3tabs) <<or how ever many or whatever may they be as it changes per map, But SCROLL through EACH one and ensure ALL have: "Prevents Forging" unchecked/cleared check box in the Flags section (some are unchecked already usually) -(Don't think you can Poke this and has to be saved then migrated over to the ol Xbax scum again (or with ALL the changes all together in one kill shot now)- [[[FINALLY]]] 1. In Forge delete all other load out cameras and or use the main one to start 2. Go crazy outside the normal map boundaries/walls/glass/ceiling if and when possible like on Sword Base use a sender/receiver/two way teleporter to go WAY out into the map to place your loadout camera 3. lots of things you can do with loadout camera(s) for teams/color/spawning times ect.... search around online for more in depth info tutorials ( !! If cameras pushed TOO far out mat cause BLUE/BLACK screens aka no eye candy for your map when loading unless you're looking for that. Also always remember how many cameras or if you need to again delete all because once placed outside "normal" forging areas the camera is sometimes either very very hard to find again and or its normally visible camera icon for forging is now invisible !! ...Additionally... No sense in forging "out of bounds" here for systemlink play unless someone else has your same map, boundaries removed the same way, and or is impossible all together if the items placed out here disappear, yanked back into "normal boundaries" (can sometimes turn off) , or another actual usuable reason is needed ) [Finished???] !!! Always save a "backup" of the original map when using assembly a "good" original "clean" version only make/save changes to the duplicated to save yo self !!! So once you've forged a crazy assparagus map.... ( I always save 3 "final versions when forging as they sometimes can "overwrite" themselves EVEN if they're from say Forge World to a new Sword Base creation or vise versa [I don't remember exactly why this happens totally forgot whatevs] because of manipulating items sometimes the 1st and 3rd get jacked so 3 saves is good as the second may be clean and what ya need .....So....again.........once You've made a masterpiece (which mine are far from that generally) ...... 1. Save yo masterpiece.... 2. Put your original "backup" of the "good" "clean" "unedited" version of the map itself back onto your ol xbax scum so you can go murderlize me online These are basically the only things I have been trying to accomplish with my RGH lately as I had seen it done in the past but, currently I personally prefer the ol RGH Scum Systemlink over the PC MCC currently and it's supper easy to get the "Unlimited Forge World" action going and have been doing so for years now. So these are some fairly basic things probably all over the site here for years ( now again explained probably poorly by me), and elsewhere that I for some reason had a very hard time finding/figuring out how to do as so many of us are still systemlinking I did this to not only remind myself of the steps if I forget again, but hopefully help some other Systemlinkers make it slightly easier to make some crazier, different, and more compelling custom maps/games outside of the ol Forge World Scum...even if it is with a more limited but not nearly as so palette! Cheers to all hope to see you online sharing and creating scum, go hard!
  5. General

    Temporary files/maps seems to do the trick and are able to download share all maps/creations in Reach, as I had played Halo 4 a lot in the past and thought this was impossible without entering Forge mode to share maps as did some other peeps I knew as we never used live back in the day and could have swore when i tried this in the past it would not work, but is an awesome overlooked feature by myself
  6. I recently tried to apply a first person vehicle using Assembly. I wanted to try other vehicles, but I gave up because there was no explanation. I downloaded a patch file uploaded by bfixer117 users on the Xbox Chaos site, but it was not applied to PC MCC Forge Mode. In addition, I would like to apply this to the campaign. Can't you see the history of the modified code?
  7. General

    Flood-Spartan Video: With news that MCC PC has been out for a while, and H2 and H3 PC are about a couple months away, I got real excited and started looking around the modding community for the first time in about 1.5 years and was excited to see the Xenia project has become extremely viable since I last checked. So I booted up my old project into xenia and got back to work. This is just how I left it all the time ago except I show you how I recently added the tank head. Any help scaling the head so it better fits the visor would be greatly appreciated. I've been up and down this site looking for something about model resizing, but the only thing I could find was Zedd's code for editing the xex, but if I could find an address to permenantly change my custom .mode and/or hlmt then I could share this map in the future without having to also share a xex along with it. Did it! Big shout out to ReteroX for the help! My current mod goals are all for this map and are as follows (list-items less likely for success as it goes): Rescale tank head on flood-spartan, and maybe fine tune it some more. Thanks again ReteroX Retexture the flood-spartan with photoshop and 3ds max (I have everything I need, I'm just having a hard time unwrapping the uv exactly how bungie did it. How is everyone else retexturing spartans? I can't even find a guide to do it in halo ce even) Fix how the player can't start with a shotgun for some reason. (The odst next to me gets one wtf) All I had to do was forceload it. Thanks Akarias, I made sure to like your helpful post. Perhaps add a flood left_arm_garbage to the flood-spartan as well. [I learned how to rotate things, here's a progress album: https://imgur.com/a/ARVr79X] (Ignore any weird weapons.) Here's a helpful tool for rotating matrices or quarternions: https://www.andre-gaschler.com/rotationconverter/ Update, was testing to see if scaling was working. Oh it was working: https://youtu.be/PTKzhUKkiLM Finale: https://youtu.be/ZAC7D9Qzi6I Give Jackals, Grunts, and ODST the same treatment as I did the spartan. [Jackal is in early stages. Lots of stretching and breaking that I'm sorting out. Ayyyy!! Finally some progress https://youtu.be/Y6nrmQTDPSs] Got the jackal to explode like a carrier on death and it is fun and makes the enemy challenging. Currently looking to add permanent muffins to it to justify the skinny guy exploding so much. Make Spartan Corpses/Jackals/Grunts infectable like brutes/humans/elites. Randomized Spartan Permutations. Remove the dialog, title, and AA blasts from the cinematic since I can't remove the cinematic, also maybe swap the music. Recreate the Flood swarm from halo wars (When I get to that I'll likely use Sentinels or Gamecheat's unmanned banshees, in combination with the quadwings from guardian.map) The "Skulker" new unit that's a hunter animation-inheriting a stalker, new textures and bump maps to cover up metalic bits and make it all look fleshy. (Lore: not a flood hunter, just another pureform or stand-in for the Thrasher. Everyone knows Lekgolo are immune to infection.) The "Splinter" A flood weapon that fires ranger needles and that looks like it was pulled off a pureform. [In early stages of development rn] Port over Zedd's flood-engineers and make bangers a lot more noticeable from other popcorns. The "Firecat" (because FirePuma doesn't sound as good), a red Warthog with a flamethrower turret. [Finished everything except the color. Expanding vehi 'Change Color' chunk just isn't working. Maybe I'll mess with rmsh colors later, but who knows what issues duplicating for that'll cause. Trying to keep my tag count down. So no HW2 flame color scheme for now.] (waiting until jackal and grunt are done then I'll make a video on all 3. Too stressful not to talk about early) Figure out what to unload from the game to improve stability. Change that BLF Block that one door with a flood asteroid. Or remove the machine that operates the door? Learn a lot of scripting for next parts Add more squads to that last area that spawn after one another when it is cleared out. A bloc (crate/etc.) with a 'Use' key that spawns weapons/grenades/equipment/etc. Force campaign scoring to always on and use as money. Script that checks campaign score, if x or above, subtracts x from it as though friendly fire, when player presses use key on one of those blocs. Have blocs say something like "Firebomb (300)" or "Magnum (100)" on its ingame prompt. Figure out how to get phantoms/pelicans to drop squads like they do in rest of campaign, rig that up to a bloc (antenna) as well. (Lore: A covenant antenna could intercept covie radio and call in a distraction 3-way battle for you at the expense of some score points. Blocs that call in actual allies would obviously cost more.) Friendly hunters that are colored green like the sangheli phantoms (which can be called in). Seriously, why wasn't this already in retail? Some Hunters defected too. Friendly mp_spartans as well (that can be called in for a hefty fee). Make a flood-truth boss. Hopefully this all syncs over LAN as it's technically just a campaign level. Stretch goals. Change the water to resemble water from Cortana level. And do detail work trying to get parts of the environment covered in flood mass. Have new flood squads drop in how they do on the Halo level (last level). Whenever model injection works, likely on the upcoming PC port, juggernauts, thrashers, the h4 flood-spartan, previous flood versions, and flood from Halo Wars 1/2 would be sweeet. I'm aware that Zedd's flood firefight mod exists for ODST, but I want the full spartan/H3 experience this time. Thank you for reading, any help is appreciated. Still doing as much research on my own as I can, things are changing every minute, especially with all my free time due to the coronavirus outbreak. Stay safe guys.
  8. General

    How can I download Ascension or Snipestyle's patcher?
  9. General

    Okay so i'm trying to add extra ai in a firefight map but I can't seem to find the "sq_sur_drop_01" squad from the expression list/scripts and change it out with a different squad of my own as in pictures down below. I've had to guess and check for the ai_place opcode. I've basically just been guessing function names and see if anything changes in the script. sorry for the broad explanation as I don't have too much time to go more in-depth. I'll elaborate later down the road and keep this updated...
  10. namely, Noble Team spartans' heads in cutscenes, any help with that would be greatly appreciated (for the most part, I am only going to change heads to grunt heads, so that might help a bit. this is also in the OG halo reach, not MCC, so that could clear things up too.)
  11. any body got any modded usermaps/gametypes in there file-share for halo mcc ?-
  12. QQuiero ese mod alguien sabe de donde lo descago
  13. I had some ideas for a new map variant in mind while driving home from work, and when I get home, the Create option is gone. Steam updated the game while I was away. Offset 1E2F5D0 no longer exists in the new MCC-WindowsNoEditor.pak, so the old tutorials for enabling Forge don't work. If you try restoring a backup of your old MCC-WindowsNoEditor.pak from December, the same old edits now have no effect.
  14. So i made this a short list of things any user of Assembly can change without much in-depth knowledge of Blamscript /Forceloading /Injection. I will update this in the future whenever possible I]airs - airstrike 1.>Initial Shot Delay - 0.1 2.>Time Armed - 3.>Recharge Time (seconds) - 0.1 4.>Delay Between Shots - 0.3 5.>Total Shots Fired - 16 II]bipd - biped 1.>Go to Change Color ->Initial Permutations ->Color Lower Bound ->Color Upper Bound 2.>Flags Melee Attack is Fatal Can Dual Wield 3.>Dialogue Variants ->Grenade Velocity ->Grenade Type ->Grenade Count 4.>Weapons ->Weapon 5.>BIPED Immune to Falling Damage Spawn Death Children on Destroy Jump Velocity 6.>Physics Climb any Surface 7.>Contact Points Death Spawn Character Death Spawn Count III]char - character 1.>General Properties Flags -> Dual Wields ->Cannot Swap Weapons With Player ->Revive on Death 2.>Weapons ->Weapon 3.>Vitality Properties Vitality Flags ->Can Revive on Death Normal Body Vitality Normal Shield Vitality Legendary Body Vitality Legendary Shield Vitality Extended Shield Damage Threshold Extended Body Damage Threshold Backup Weapon 4.>Charge Properties Melee Consider Range Melee Chance Melee Attack Range Melee Abort Range Melee Attack Timeout Melee Attack Delay Timer Berserk Weapon 5.>Evasion Properties 6>Cover Properties 7.>Grenade Properties 8.>Equipment Properties ->Equipment ->Usage Chance IV]chgd - chud_globals_definition 1.>Global Dynamic Colors V]eqip - equipment 1.>Flags Does Not Cause Collision Damaga 2.>Change Color ->Initial Permutations ->Color Lower Bound ->Color Upper Bound 3.>Equipment VI]hlmt - model[Can be used to make NPCs /Allies,Enemies,Vehicles have Invinciblity along with Increased Health & Vitality] 1.>Go to Omaha Damage Info ->Check the Flag that says "Cannot Die From Damage" to get Invincibility for UNSC Marines /Army Troopers and in order to get Undamaged and Indestructible Vehicles go to Base Vitality and change the numerical value to 1E+38,Vitality Percentage to 1E+38 and if needed change Health Levels to 1E+38. 2.>Omaha Targets ->Lock-On Distance 3.>Nodes ->Flags ->Active Camo Always On ->Active Camo Always Merge ->Active Camo Never Merge 4.>To change the Warthog's Default Back go to warthog.hlmt->Child Object and change it to any other warthog variants such as Gauss Warthog,Rocket Warthog, Troop Transport Warthog,etc. [Note :This changes all spawning Warthogs's back on a map to the one you select. However this may not always work as some variants may be in the .map file but not loaded on the map and may require Forceloading(Using this can crash the game so do some extra information gathering on how to spawn such objects).] 5.>Omaha Instant Responses Damage Threshold VII]jpt! - damage effect 1.>Flags Does Not Hurt Owner Can Cause Headshots Does Not Hurt Friends Detonates Explosives Causes Flaming Death Does Not Hurt Player VIII]matg - globals 1.>AI Globals 2.>Player Control 3.>Player Trait Defaults ->Shields and Health ->Weapons and Damage ->Movement ->Appearance ->HUD ->Grenades 4.>Player Information IX]proj - projectile 1.>Flags Does Not Cause Collision Damage 2.>Projectile ->Flags AI Must Use Ballistic Aiming Detonation Max Time If Attached Has Super Combining Explosion Damage Scales Based On Distance Travels Instantaneously Can Track Behind Itself Faster When Owned By Player Collision Radius Danger Radius Timer min Timer Max Maximum Range Detonation Damage Impact Damage Air Damage Range max Water Damage max Acceleration Range max X]scen - scenery 1.>Change Color ->Initial Permutations ->Color Lower Bound ->Color Upper Bound XI]scnr - scenario 1.>Vehicle Palette 2.>Equipment Palette 3.>Weapon Palette 4.>Player Starting Profile ->Primary Weapon ->Rounds Loaded ->Rounds Total ->Secondary Weapon ->Rounds Loaded ->Rounds Total ->Starting Frag Grenade Count ->Starting Plasma Grenade Count ->Equipment 5.>Squads a}To change the number of Allies /Enemies NPCs Spawning in a map go to the specific Trooper Squad A->Count and change its value. b}To change the weapon of Allies /Enemies NPCs go to Single Locations of a Squad Entry /Desired Index selected and change the Initial Primary Weapon Value to a weapon of choice[Use the Weapon Palette to get the number of that Weapon] and if needed change the Initial Secondary Weapon to get a Trooper with his Secondary Weapon on their back. [Note: Look for Name - trooper/1_warthog/crew] c}Grenade Type Flags ->Dynamic Firefight Squad 6.>Squad A Actors Weapons Secondary Weapons Equipment Vehicle Vehicle Variant 7.>Squad B 8.>Character Palette 9.>Script Expressions How to Get Unlimited Airstrikes on ONI: Sword Base [Third level of Halo: Reach] Go to the Scnr->Script Expressions :- a)10865 b)13257 c)14659 d)18290 Change the Values of Value 03,02,01,00 to 127 for all 4 of these expressions. XII]sqtm - squad_template 1.>Squad ->Difficulty ->Easy ->Normal ->Heroic ->Legendary Count 2.>Actors ->Character 3.>Weapons ->Weapon 4.>Secondary Weapons 5.>Equipment Vehicle Vehicle Variant XIII]vehi - vehicle 1.>Flags Does Not Cause Collision Damage 2.>Collision Damage 3.>Unit ->Melee Attackers Cannot Reach ->Not Instantly Killed By Melee ->Unit Has Boost 4.>Weapons Detached Weapon XIV]weap - weapon 1.>WEAPON 2.>Melee Damage Weapon Aim Assist 3.>Target Tracking 4.>Magazines Rounds Total Initial [32767] Rounds Total Maximum Rounds Total Loaded Maximum Maximum Rounds Held Rounds Reloaded 5.>New Triggers Charging Time [Note:For the Mark 2488 Onager Set it to 0.1] 6.>Barrels Flags ->Tracks Fired Projectile ->Can Fire With Partial Ammo ->Fires Locked Projectiles a)Rounds Per Second min b)Rounds Per Second max c)Shots Per Fire min d)Shots Per Fire max e)Fire Recovery Time [For Mark 2488 Onager ->0.5,For Rocket Warthog ->0.1] f)Soft Recovery Fraction g)Rounds Per Shot h)Barrel Spin Rate i)Rounds between Tracers Projectile ->Projectiles Per Shot 7.>Initial Projectile ->Change the Projectile of a weapon to another weapon,spawn an object like a weapon,vehicle,biped [NPCs] in the map. Firing Effect Deceleration Time Rate Of Fire Acceleration Time Rate Of Fire Deceleration Time Bloom Rate of Decay XV]wezr - game_engine_settings_definition 1.>Trait Profiles 2.>Shields and Health 3.>Weapons and Damage 4.>Movement Jump Height 5.>Appearance 6.>HUD 7.>AI Trait Profiles Traits 8.>General Settings 9.>Respawn Settings 10.>Map Overrides 11.>Loadouts 12.>Survival Variants General Settings Respawn Settings Social Settings Map Overrides Loadout Pallete 13.>Scenario Flags Elite Respawn Settings Unknown Skulls Rounds
  15. When i change the biped to a marine/grunt/jackal the shield bar glows red and shows warning, i want to remove it and only the health bar to remain can someone help me or point me to the right direction please.
  16. General

    This isn't necessarily mod related but I don't really know where else to ask it. Obviously a bug but has anybody found the cause, or a workaround, as to why the Forge menu doesn't remember the last item you spawned on MCC PC? So, for example, you navigate to Structures > Building Blocks > Block 1x1 and spawn it but upon opening the menu again you are back at Weapons, Human. The normal behavior of the original Xbox 360 game as well as MCC Xbox One would have it remember that you spawned Block 1x1. It's so cumbersome trying to building things constantly having to find the object you just spawned again. Sometimes it does remember the last item but I can't figure out what causes it.
  17. This mod replaces some of the vanilla announcers sounds with unreal tournament 2004's equivalents. Issues: Not all of the vanilla announcers sounds have been replaced. The sounds have been sped up or trimmed a bit to fit the sounds they have been replacing. The announcer sounds are a bit quiet and cant be made louder any further without distortion. Downloads: ModDB Nexus Mods To install: 1. Go to your mcc directory, inside the haloreach/fmod/pc folder 2. backup english.fsb and replace it with the one of your choosing. 3. Your done!
  18. Normally when you pick up a fresh Grenade Launcher, it comes with a total of 8 grenades (or whatever number is in Rounds Total Initial in the tags), but weapons placed in Forge use the "spare clips" count set in the Forge UI, which maxes out at 5. Thus, if you add a GL to a map which didn't have one before, it won't have the default amount of ammo; it will have whatever was set in Forge's "spare clips" setting (3 by default, 5 max). However, if you start with one of Bungie's map variants and simply move an existing grenade launcher without pressing X to look at its properties, then it will still include the ammo amount defined in the tags (i.e. 8+). So basically you can't add grenade launchers to any maps which didn't already have one and still have it include the intended ammo amount. Is there a way to expand the number of "spare clips" Forge will let you add via hex editing or whatever? Or do we just have to hope 343 notices this problem and fixes it for the official PC launch of Forge? EDIT: For now my workaround is to add a custom grenade ammo equipment to Forge, which can then be placed close enough to grenade launcher placements that you can't pick up with launcher without receiving the additional ammo amount.
  19. Hy, i want to make a mod where you play as a marine the only thing i can't get right is the grenade throw,when i press the button to throw the grenade,the grenade is thrown and then the animation plays,i was wondering if there is a way i can delay the grenade throw so it will sync with the marine third person animation
  20. So new to modding Halo MCC using Assembly, is there a way to save these map changes without overwriting the default maps from Reach? For example I can edit the .map file for forge world and save to that map and load it. But am I able to save the changes as either a variant or a new map entirely?
  21. Can someone please tell me how to make equipment like sprint/armor lock/evade not pickable. Found out you must go to eqip tag and check a box "cannot be equiped"
  22. In this tutorial i will teach you how to change any weapon projectile, into a different projectile. In this tutorial we will make the sniper rifle shoot plasma grenades. Your going to need Assembly if you do not have Assembly, you may need to head Here and download the latest Dev version of Assembly . You Will also need to compile it, and there is a great video for that right Here First Step. Head into steam , click library, and find Halo: The Master Chief Collection and Right Click it. Then click Properties , this will bring up a window and inside this window will be a set of tabs You want to click Local Files , Then Browse Local Files. Second Step. Inside the folder we just opened will be a bunch of files and folder, you want to find and enter the folder called haloreach, and then inside that folder, enter the maps folder. This folder contains all of Halo Reach's Maps. For the purposes of this tutorial we are going to find "cex_beaver_creek.map" inside this folder, right click and copy it and paste it to the desktop. At this time i would advise you to create a folder inside this map folder called Backup, and copy all the maps inside the maps folder and place them inside the Backup folder for safe keeping. Third Step. Now we want to open Assembly. Once you have opened Assembly , on the left side of the window you will see "Open Content File" click that and find cex_beaver_creek.map you placed on your desktop and open it. once you have opened the map , on the left side of the program window you will see the words Header, Tags, Strings, and Scripts. Click Tags. Fourth Step. We need to find the Weapon tag which looks like "weap" . you will find it near the bottom of the tag list as you scroll down. Once you have found the "weap" tag, double click it and open it. You will now have another list show up. This list is all of the weapons avaliable in the beaver creek map we've opened and you can pick and weapon inside here that you like but for this tutorial I would suggest you Find the one labeled "objects\weapons\rifle\sniper_rifle\sniper_rifle" and click it. Fifth Step. At the top of the main window in the Search Bar, type in "Initial Projectile" Next to this you'll find two boxes, one with the letters "proj" and the other with "objects\weapons\rifle\sniper_rifle\projectiles\sniper_rifle_bullet" . Click the second box labled "objects\weapons\rifle\sniper_rifle\projectiles\sniper_rifle_bullet" to open a dropdown menu and find "objects\weapons\support_high\plasma_launcher\plasma_launcher_grenade" and click it. Thats It! You're finished ! click Save at the bottom of the main menu and then go back to your maps folder inside haloreach, and delete the map "cex_beaver_creek" and replace it with the file on your desktop. To use your mod, you will have to launch Halo MCC With Anti-Cheat Disabled, and you will have to open it in a custom game and it will actually be called "Battle Canyon" but go ahead and load up the map and give it a shot.
  23. I was thinking of immersive mods, because that is my favorite kind of mod lol, and I was looking at camera, etc, and I was thinking: player controlled elites have the animations, but is there a way AI can harness them? Possibly having a chance of it from behind when shields are down, would be cool. Is it possible at the current Dev state? Thanks.
  24. I am trying to use Assembly to edit the default player traits and powerup effects in game_engine_settings.wezr, but from what I can tell, Reach PC completely ignores whatever you change here. In Eldewrito, I was able to freely edit all this stuff in Assembly without issues; I could edit the Overshield and Active Camo into whatever I wanted just as if it were a custom powerup. I could change the default player traits and then they would just work without having to load a custom gametype. However, in Reach PC these changes are entirely ignored and the game just loads the vanilla player traits and powerup functionality regardless. Anyone know how to bypass this limitation? My first thought was maybe the game loads a .wezr from the shared or campaign maps instead, but they don't appear to contain any tags. EDIT: I'm guessing Megalo is overriding whatever trait profiles are in the map tags when the game loads?