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  1. QQuiero ese mod alguien sabe de donde lo descago
  2. 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.
  3. 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
  4. 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.
  5. 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.
  6. 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!
  7. 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.
  8. 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
  9. 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?
  10. 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"
  11. 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.
  12. 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.
  13. 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?
  14. after the dump of old maps and gametypes did any modded content come though ? i would to download some modded maps off a fileshare in halo mcc !
  15. I want to add in special armor types w/ elite spawns specifically. Like Marshall, zealot, etc. I wouldn’t mind just swapping out another wave-enemy type if it could be as simple as adding the armor elements. Can it be done in this early at all? Any help much appreciated. I think it has something to do with squads, but how the heck do you use the templates?
  16. Hi, I'm brand new to Halo modding however I've been modding other PC titles such as Half-Life and Source engine products for the last 4-5 years. I was taking a look at the .map format from Halo Reach and it seems to be BSP-based. I'd like to ask if you guys had any info on this format, or any tools to decode Reach's .map files at all. I took a look at Halo 2's editor which also used .map files that seem to be similar, would it be possible to revserse engineer the .map format so we can read and edit it? edit: Here's the source code of a tool that can read and compile Halo 2 .map files that I found. Thanks.
  17. So first things first we are going to be using 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 Once you have Assembly we can get started. 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. First off dont panic, this may look like a lot of nonsense to someone who is knew to this but it is actually very simply. we are now looking at all the Tags that the map Beaver Creek is composed of. Still, on the left side of the program window you will see a big list of tags. 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\dmr\dmr" and click it. Fifth Step. Once you have opened this file you will see in the main window, A LOT of words, numbers and input boxes. For now, at the top of the window in the Search Bar, type in "Barrels" This will bring us too a section of this weapon that deals with part of how the gun fires. There is a lot of neat stuff in here but for now find " Rounds Per Second min" and change the value in the box next to it, to 10. Then directly underneath it, find "Rounds Per Second max" and change the value in the box to 10 also. Continuing down the list further is a box labeled "Fire Recovery Time" find it and change the value in this box to 0 . Fire Recovery Time deals with how long inbetween shots the player can pull the trigger again. so by changing this value to 0 we have told it that there is no recovery time and we can fire the weapon right away again after firing . Sixth Step. Navigate back up to the Search Bar and type in " Bloom Rate of Decay" , once you have found the box, change the value to 10. Bloom Rate of Decay, deals with the way the reticle changes as you fire the weapon. The lower this value is, the slower the reticle will shrink back to normal when we fire the dmr in game, the Higher the value, the faster the reticle will shrink back to normal. By changing the value to 10, we have effectivly made that shrinking return to normal almost immediatly. Final Step. At the bottom of the main window you will see Save, Poke, Reload, Revisions, And Options. Click Save. A small window will show up that says "the metadata has been saved to the original file" your now done with this mod. so go back to your maps folder inside haloreach, and delete the map "cex_beaver_creek" and replace it with the file on your desktop. Thats It Your Done! 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.
  18. General

    Hello guys, this is my custom Halo 3 campaign mod for X360 JTAG/RGH. About: This is basically vehicles and weapons access for all maps, tag injection. Last year I've got the chance of getting an X360 RGH. Today I'm sharing my modded game for any one who is interested, screenshots taken by FreeStyle plugin to show of some stuff. Inside of this mod there are two programs: - Assembly to edit the map files locally on your computer and to edit real time on X360. - Ascension to poke advanced real time addresses, like the Halo 3 vehicle/global field of view. (If you have the plugin enabled to edit in real time, don't forget to change these two program's IP addresses according whit your X360 connection to your internet router). This mod is aimed for the game version 1.0 but it can be played for any TU (Title update) you have installed, I prefer the game base version. (Q) - What's been changed for this campaign ? (A) - Player Field of View, Vehicle access (Pelican/Phantom/etc) , Weapon enhancements (ammo increase, weapon placement on screen), Centered Crosshair, restored Hunter boarding feature and many other miscellaneous stuff. Feel free to post your videos/screenshots about this mod, I play H3 almost every day, if not playing GTA V on Steam or busy at work. If you're interested to play with me via System Link on X360 add me on Steam. Have fun Download link here ← Version 1.5 (DD/MM/YYYY) 26/12/2018 Custom Main Menu Halo 2 "Grunt Birthday Party" style for Halo 3 Cut hunter boarding feature restored John's new armour (MP Bipd) Player Field of View, Centered Crosshair, Weapon on screen adjustments, Ammo capacity increased Pelican thrusters replica from its final stages of development Can be seen here at 07:12 John's blue binocular's rulers from black to blue as it was back in it's developments Can be seen here at 07:00
  19. In every prior game, the check box "Travels Instantaneously" made projectiles histscan, and unchecking it would convert back to whatever speed set in the Velocity values. In Reach, this is clearly not the case, as projectiles for the DMR, Magnum, Needle Rifle, etc. don't have this box checked. I have spent a bunch of time comparing to projectiles like the Plasma Rifle and Spiker and not noticed any difference that will make a DMR or Needler Rifle into projectile weapons. EDIT: So it seems I was mistaken, and at least in custom games, projectiles like that of the Needle Rifle, DMR, and Magnum are actually NOT HITSCAN as everyone seems to think. By simply lowering the projectile speeds to something under 100u/s, it becomes blatantly obvious they are not instant and will drop if gravity is a non-zero value, so it all works as expected. I tested online, and hits on other players do in fact register when the projectile model appears to be hitting them, and not instantly. So my working theory is that these projectiles are never actually hitscan in the vanilla game; they're just so fast that there is no perceptible travel time. By default they are set to 3000 units per second velocity, which is equivalent to about 6,000 meters, or 20,000 feet per second. In other words; about 7 times faster than a real rifle bullet; unless you find a spot on the map where you can see players 2 miles away, you're not going to notice any travel time. Alternatively, maybe the game automatically converts projectiles to hitscan when the speed is above a certain point. It would take more testing to find out what that cutoff point is, but as long as it's above the speeds I want to use, it's not a big concern to me.
  20. Woo reach is on PC now! Time to mod the living hell out of it. Before we get started, make sure to make a backup of your game files, for steam users you will find them under: 'C:\Program Files (x86)\Steam\steamapps\common\Halo The Master Chief Collection\haloreach\maps' Assembly: https://www.nexusmods.com/halothemasterchiefcollection/mods/1 Only download assembly precompiled from the above link Modding MCC is actually rather straight forward if we are just talking about map files, its business as usual if you have experience modding previous titles both on console and PC; Simply navigate to the map file in assembly and open it up. You can poke, save & of course extract and inject tags between maps! If you are looking for tutorials there are plenty of them here on the websites, I will admit most of them are quite old now but their ideas still apply and there is much to be learnt from reading them. Check out the various tutorial sections. One thing to remember is that the Halo games are very similar when it comes to their tag systems, most methods / ideas can be applied to multiple games so dont be afraid to explore and adapt old information that you find kicking around. I've never modded halo before, what should I do? Experiment of course! Each of the levels that you play in game are stored in .map files. You can use a program like assembly to open these files and tinker around with its inner workings. When you open a map you will be greeted by a screen that looks like this: Looks pretty scary right? Wrong! Welcome to tag modding! Every single thing that you see in game has something called a "tag", on the left hand side of the screen you will see the various "classes" of tags that comprise the map. Take a look at the [bipd]Biped class, its where all the various bipeds that are used for players and AI etc are stored. If you have a campaign map open, you can open the spartans biped tag to see some infomation. For multiplayer open the spartans_mp biped tag, or if you are playing as an elite... I think you get the idea. Now take a look at the new screen that has opened up, we call this the meta editor. To make a long story very short its just a very fancy looking hex editor that makes your life easy when it comes to finding and editing tags. You can scroll down using the scroll bar on the side, but far more efficient to search for what you are looking for. Press Ctrl+F to open up the search bar and you can then type in the name of what you are looking for. Lets look for "jump": You can click on the drop down box to choose from the various found items, it will take you straight to them. Neato. We can see the jump velocity and that it is stored in the tag as a single-precision floating-point value. Let's do something silly like change it to 5. You can then press save and start the map in MCC... or if you already have the game running and open on that exact map you can do something called "poking"; poking lets you make changes in real time so there is no need to save and reload the map. (Please note that having a map open in MCC means you will not be able to save to it, so return back to the lobby before you save any changes.) Poked changes only exist while the map is running. After you end the game the changes are lost. Note: poking can cause crashes but it depends. That's it! Your first ever MCC mod done. Why not explore the [weap]weapons tag class and see what you can cook up? Perhaps some vehicles? There is too much to cover in a single post so carefully explore around the various tags, see what interests you and play around for a while. When you feel ready take a look at some of the tutorials that are kicking around and have a go at them, build your knowledge and it will be second nature to you. You wont be creating AI, forging in campaign or doing complex things just yet. Learn how the system works first. (Feel free to download patches for these though, nothing wrong with that) I hope this helped you out if you are new around here or to modding in general. Not many people have stuck around to mod reach over the years but perhaps that will change now. Go make some cool stuff! You can also refer to zedd's older posts, ignore anything console related. I dont feel like rewriting it all.
  21. can someone give me the download link of halo reach ? (english version)
  22. This is a project I prototyped all the way back in late 2014 to many bugs and problems. It wasnt until 2016 that I actually released a polished Campaign Forge map, The Storm. For reasons I wont get into I didn't work on the other Campaign maps until this last month. I plan to get all of the Halo 3 maps ported to Forge in the next few months. I might move on to ODST after this one is complete but that's TBD. I'm very hesitant to do Halo Reach or Halo 4 due to multiplayer team colors no longer matching up with AI teams and memory limitations. My main goals for this project are as follows: Forge on Campaign levels with up to 4 local players supported (This doesn't work over network games sorry) Give players access to more freedom in Campaign via Forge menus and removed map boundaries. Maintain a standard of stability and feature set. Players can expect the exact same features on every single map, though Forge items will change depending on what assets are available. Rework some of the more annoying parts of Halo 3 by making Cortana moments audio only. Allow players to access Forge items at any time. Load zones will no longer despawn objects like the standard campaign. Allow players to build pseudo AI encounters with the Forge menu and tool hotkeys. Join whichever faction you would like by switching teams in the pause menu. Fight other players with your AI buddies. Respawn at any given time at the same area you died at. For the most part im going to release most of these maps in order. The first half of Halo 3 is smaller maps going by memory limitations so id like to grind those out of the way before getting to big maps like The Covenant and The Ark. Cortana will more than likely be released before those two. I dont think Halo is going to play too well due to how many scripted scenery objects are placed on the warthog run. When converting Campaign maps to forge you have to lower the amount of objects on the map to below roughly 500. This is because Forge map variants only store around that many objects. If you dont the game will crash at map runtime. As each map is finished I sometimes come across changes or features that would improve the quality of life for this project. When this feature is completely realized and put into place ill add these features or changes to older maps already released. So if you see a new feature or change in a newly released map dont fright, Ill be releasing updates for the older maps very shortly. The Current status of each map: Sierra 117: Released 1.0. 1.1 update coming soon. - Download 1.0 Crows Nest: Mostly Finished, Release imminent. Tsavo Highway: Forge menu started, still needs plenty of work. The Storm: Released 1.1. 1.2 update coming soon. - Download 1.1 Floodgate: Forge menu started, still needs plenty of work. The Ark: Basic multiplayer properties setup, crashes at pelican unload. The Covenant: Basic multiplayer properties setup. Cortana: Basic multiplayer properties setup. Halo: Basic multiplayer properties setup. Features and changes for all maps: Forge Menus: Weapons: All weapons in the tags will be available if they have raw data. Oddball with from multiplayer will be available since the skull is on all maps. Detached turrets will be available. Vehicles: All vehicle in the tags will be available if they have raw data. Special variants of vehicles will be added like the civilian Warthog. Campaign vehicles like the Pelican have been made drivable and player friendly. Equipment: All equipment in the tags will be available if they have raw data. Activated deployable equipment will be available. Scenery: All scenery in the tags will be available if they have raw data. Artificial Intelligence: All AI in the tags will be available if they have raw data. Special variants of AI like Johnson and Elite Zealots will be added if possible. There will be options to spawn AI on teams they are not normally assigned to. IE Brutes on the Human team. AI teams are indicated by the item text color. AI is spawned on the fly thus don’t have spawn points placed. Tool Hotkeys: AI Ignore All Players (Back + Left Trigger) - AI wont attack players or forge monitors in any way when enabled. Toggle AI logic (Back + Melee) - When disable AI wont do any at all when. This includes dropships flying around. Save Checkpoint (Back + Right Trigger) - This saves a checkpoint duh. Revert Checkpoint (Back + Start) - This will load your last saved checkpoint. If there isn't one saved the mission will restart. General Features and Changes: 4 Respawn points in each encounter area. These spawn points will be updated depending on your mission progress. These have been carefully tested so you don’t get stuck ahead or behind your current progress. All AI vehicles such as Pelicans and Phantoms can now be entered, they no longer block the player from entering. AI Vehicles such as the Anti Air Wraith no longer explode when there is no driver. You can join the covenant or flood teams by switching to their team in the pause menu. Those annoying Cortana and Gravemind moments have been reworked so they only play audio without slowing down the player or rendering screen effects. You can trade weapons with any AI ally such as the Arbiter. All map boundaries have been removed. Most death barriers have also been removed aside from the ones that kill you from falling. Most non scripted scenery objects removed from the map so you have more items to spawn before hitting the limit. All mission checkpoints removed so players can save manually. Im probably forgetting some stuff, ill add more later lol. Changelog: Videos:
  23. I'm close to finishing my campaign mod for Reach, but I was wondering if anybody knows how to make it so that honking the horn of the Warthog or any civilian vehicle will cause Grunts to go kamikaze. I don't need to do this, but I just think it would be a really fun thing to do.
  24. Does anyone know how to make it possible to board Hunters? I've tried making sure that the checked boxes for letting players board it are checked, and I've made sure that the checklist matches that of vehicles like the Wraith. But nothing seems to work. Does anyone know something that I don't? Any information at all would be helpful and appreciated.
  25. im trying to figure out a way to keep weapons zoom functionality while enabling the third person flag in the weap tag in the program assembly. when i enable the third person camera flag, any weapon with zoom will no longer be able too zoom. has anyone found a solution?