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Found 366 results

  1. 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?
  2. Modding

    Hello, I have imported the "bfg" (big AA guns on Tip of the Spear) weapon from campaign into forge and am able to successfully spawn it without the game crashing. I was also successful at making it usable, complete with adequate wide camera. However, I cannot seem to get sound working, at all. The core alarm, weapon charge, destruction sounds, nothing works. I of course have the correct sound in the weap entry for the bfg weapon, and it is set to play on charge. I thought for a while that I had messed something up but it will actually play sound...some sounds. It will play most entries from the snd! tag, but will not play anything from lsnd, which is where most of what I need is. I've gone into the charging sound entry in lsnd and made it so the "loop" entry has that sound, but nothing happens. I have since tried just about any combination of settings on that page you can think of to no avail. Any assistance or suggestions would be greatly appreciated.
  3. 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.
  4. Modding

    Here is a video of a WIP mod i am working on that makes spawned AI use the maps pathfinding automaticly.
  5. Modding

    In halo 2(vista) I added gunners to Spectres/warthogs by using the Add a New Entry or Reorder a Existing one(probably not a proper way to do it but it worked) In halo 3 when i attempt to do that ..instead of neatly made Driver and Gunner I get unreadable chunks of code and the map crashes anyone have an idea how to add those pesky gunners?
  6. Modding

    Are there any weapons that can have projectiles swapped and be visible to people off host? Or anyway to mod it to make it so? I remember back in the Halo 2 days that both the plasma pistol and rocket launcher could have projectiles swapped and still be seen by people that joined your game, as well as a way to mod properties of them onto other weapons so they could be visible as well
  7. Modding

    Hey all! I'm having a go at swapping out all the characters to make a Covenant campaign but came across one problem. Whenever I turn Covenant bipeds into Marines, they won't spawn out of the Phantoms or Spirits. I've tried splicing in and out different nodes and animations to find out what the humans are missing that is stopping them from being put in the Covenant dropships, but after several days I don't think I can find it. I assume it;'s something to do with human bipeds not having a node or attachment or animation that is needed for them to be seated into Covenant dropships? Racking my head and can't figure it out, wondering if anyone here might have any knowledge of what could be causing this? Thanks for your time!
  8. I'm currently working on the Gold Edition of my Reach Campaign mod, but I've noticed that while a Kick melee damage exists in the game's damage files, I don't see it being referenced by the Marines' biped tags in the map files. If I wish to add this attack, should I choose AI Melee Damage or just Melee Damage in the melee and damage response section of their biped tag? Any help at all would be appreciated.
  9. Modding

    Hello, I'm interested in first person assassinations for machinima purposes. Can someone point me in the right direction? Thanks
  10. Modding

    Hey. I have been wanting to spawn marine teammates into Firefight and I learned from another post how to extract tags from the Installation 04 firefight map and inject them into another map (I used Unearth). But when I spawn the marines using the magnum pistol and changing the projectile to spawn marine biped, they don't react at all. They don't shoot or anything. Same thing happens when I try and spawn marine bipeds in the campaign mode. Is there a way to get them to react?
  11. Hey Y'all, So I'm trying to replace the third person spartan biped in the globals.matg to something else but upon respawn (to reload the model) the game crashes if it's set to anything other than a tag with the bipd suffix. Do I need to create a bipd with the model I want then have it load that one? Things I've tried * Changing the third person model from globals.matg to hlmt - crashes * Changing the hlmt tag inside of spartan.bipd - crashes
  12. Looking at the Omaha Damage Sections, it seems plausible to add a "head shield" with its own global material, allowing i.e. Spartan and Elite bipeds to receive damage modifiers for shield headshots. My main question is how would you link it specifically to the head region? Everything I see in Omaha Damage Sections looks self-explanatory, but I don't see any locational references (beyond the name string?).
  13. Ive been trying to figure this out for a while but to no avail. Currently the way that could be possible is to get all the ai thats currently in a trigger volume and use the ai_migrate function, however i dont know how i would iterate the function for each ai in the trigger volume. If anyone knows how to do this or that it is not possible, that would be great. Thanks!
  14. I'm trying to make a Stalker variant for Reach Evolved, and I'm using Exodus as my test map. I made a new variant of Brute in its .hlmt, then duped the brute_major char tag, changed the variant name to Stalker (already had the string in the map files anyway, assuming leftover from H3), set the variant index to 2, then gave it the Active Camouflage equipment. However, when spawning one ingame, they remain visible and don't use active camo. How would I go about changing that? On the subject of non-Chieftain Brutes, is it possible to give them energy shielding, and what would I need to do for that?
  15. Modding

    Hay Gamecheat13 i joust saw this and wow didint think id ever see it. Hows is the port going? Hears a link:
  16. Hi, I'm brand new to Halo modding. Would it be possible to not only edit the power of the sword lunge but also to allow the lunge to work without target lock on?
  17. Is there any way to add coordinates using Assembly in-game XYZ at the player position? I usually use Adjutant but doesn't work with MCC maps as far as i know.
  18. Modding

    How to driving elite in forge World ?
  19. How do you change noble team bipeds in the cut scenes. Also I changed the bipeds of the noble team to marines in game play but there were a few glitches. 1. They all had equipment on the floor following them around 2. When they got into a falcon they would stand on the seat 3. Sometimes they would randomly freeze and just stay there in a walking position (i think it happens when they get a new objective) Does anyone know how to fix these issues, its for a project.
  20. Modding

    Anyone got anything working with the Halo Reach PC Flighting build? Was trying to add support to Assembly, but it doesn't give the engine version or anything.
  21. Modding

    How can the reticle of a weapon or vehicle be changed or replaced? I want to replace the reticle of certain weapons in my mod to make them a bit different from their originals. Also, is it possible to mix the reticles without having to dual wield weapons?
  22. I did like in the tutorial and it does not work! already sent a message in the forum but there is nobody !! thank you for helping me please
  23. Modding

    How do i increase Forge item limit in Assembly so i can place over the limit?
  24. Modding

    Xbox 360 Slim RGH works. Forge Campaign .MAP Mod in the game file. I see the .MAP Mod in Forge Lobby, but I have the message Kicked Back To The Main Menu After Load ScreenoO Why....
  25. Hi guys, I got around to spending some time in Assembly and I've been having a total blast modifying the various parameters of the tags and poking the changes to my rgh. I'm a big CE campaign fan and one of the things I liked to do was experiment with different game speeds by doing game_speed 0.5 in the console. I've searched through many tags where I thought this could be found, like globals for instance but I'm convinced a script needs to be written. I don't know what language Halo scripts are in but I've written programs before in other languages so I can follow along just fine. Where should I be looking to modify this parameter? Best regards, GruntyGunner