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Found 6 results

  1. Z-Scriptor

    Version BETA v1.5

    111 downloads

    I've been working on this editor for a while now, and I finally have a releasable version. This is basically a UI for ksoft, that you can use to code your own gametypes in Halo 4 and Halo Reach. Features: ScintillaNet text editor. Custom Themes through XML. Your editor can look how you want it to. Auto resigner. The only thing you need to make a gametype is this program and a usb explorer. ksoft integration. No need to use a CMD to export/import the gametypes. Z-Scriptor does this for you. Markers. Use CTRL + M to make a marker, then use View->Go To Marker to automatically go to whatever line of code you want. Tabs, you can open as many files as you wish.
  2. KSoft.Tool 1. Find <ObjectFilters> and add to this element: <Filter labelIndex="attach_parent" name="attach_parent" /><Filter labelIndex="attach_child" name="attach_child" /> 2. Find <StringTable baseNameIndex="BaseName"> and add to this element: <String name="attach_parent"> <String>attach_parent</String></String><String name="attach_child"> <String>attach_child</String></String> 3. Go to the bottom of the XML file and add the following trigger at the end of the <Triggers> element. I added comments to help you understand the code better. <!-- Go through all objects with the attach_parent label --><Trigger execMode="OnObjectFilter" name="TriggerAttach" objectFilter="attach_parent"> <Elements> <!-- Store parent object reference to scratch variable 0 --> <E type="Action" name="VariableOperation"> <Param type="VarReference" varRefKind="Object" varRefType="ExplicitObjectType" dataType="ObjectScratch0" /> <Param type="VarReference" varRefKind="Object" varRefType="ExplicitObjectType" dataType="Iterator.Object" /> <Param type="OperationType">Set</Param> </E> <!-- Call a subroutine trigger --> <E type="Action" name="ActivateTrigger"> <Param type="TriggerReference"> <!-- Go through all objects with the attach_child label --> <T type="Trigger" trigType="Subroutine" execMode="OnObjectFilter" name="TriggerAttach_Subroutine15" objectFilter="attach_child"> <Elements> <!-- Check if the user data of the parent object and child object match --> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Custom" varRefType="Unknown8" dataType="ObjectScratch0" /> <Param type="VarReference" varRefKind="Custom" varRefType="Unknown8" dataType="Iterator.Object" /> <Param type="ComparisonType">Equal</Param> </E> <!-- Attach child object to parent object --> <E type="Action" name="AttachObject"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" /> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="ObjectScratch0" /> <Param type="UInt24">0</Param> <Param type="Bool">True</Param> </E> </Elements> </T> </Param> </E> </Elements></Trigger>WumboScript 1. Add standard labels attach_child and attach_parent. 2. Define the tick event if one does not exist. 3. Add the following code to the tick event. for each current_object0 in objects matching filters.attach_parent do temp_object0 = current_object0 for each current_object1 in objects matching filters.attach_child do if temp_object0.user_data = current_object1.user_data then object_attach_relative(current_object1, temp_object0, 0, true) end endend
  3. I've uploaded all of my gametype work (released and work in progress) at the link below. I won't have time to work on them until who knows when, so hopefully someone else can get some good out of them. Note that I also included just about any decompiled gametype I could find. These were all decompiled with the original version of KSoft, so you'll have to use that to compile. http://www.mediafire.com/?jmg0exle57de6pf
  4. Weaponless Vehicles Introduction In this tutorial, I will show you how to implement a Forge label which strips a vehicle of all of its weapons. All vehicles are compatible however note that the horn will also be removed from the Warthog and Mongoose. Vehicles without weapons will not have a reticle on the center of the screen. Screenshots >> Click here to see more screenshots Concept How does it work? Firstly, the distance between the objects attached to the vehicle regardless of position is zero. Therefore, all we need to do is to create a trigger which loops through each object with the 'weaponless' filter. Store the current object to scratch object variable 0. Inside this trigger, add another trigger looping through each game object. Next, we need to confirm that the object with the weaponless vehicle is not the same object in second trigger because the distance between an object and itself is zero. Now we have (in pseudocode): for each object with weaponless filter: temp1 = current object for each object: temp2 = current object distance = object_get_distance(temp1, temp2) if temp2 =/= temp1 and distance = 0 object_delete(temp1) end end end That's all, right?! Not so fast, Sparky. All objects inside a vehicle will have a distance of zero including the player's biped and the player's equipments meaning they will also get deleted. What you need to do now is to check whether the current object has an owner player and whether the object is a biped. I understand that you're in a hurry so here's the code. KSoft Code1. Add the following to the Megalo string table: <String name="weaponless"> <String>weaponless</String></String>2. Add the following to object filters: <Filter labelIndex="weaponless" name="weaponless" />3. Add the following trigger: <Trigger execMode="OnObjectFilter" name="TriggerWeaponless" objectFilter="weaponless"> <Elements> <E type="Action" name="VariableOperation"> <Param type="VarReference" varRefKind="Object" varRefType="ExplicitObjectType" dataType="ObjectScratch0" /> <Param type="VarReference" varRefKind="Object" varRefType="ExplicitObjectType" dataType="Iterator.Object" /> <Param type="OperationType">Set</Param> </E> <E type="Action" name="ActivateTrigger"> <Param type="TriggerReference"> <T type="Trigger" trigType="Subroutine" execMode="OnEachObject" name="Trigger0_Subroutine1"> <Elements> <E type="Action" name="VariableOperation"> <Param type="VarReference" varRefKind="Object" varRefType="ExplicitObjectType" dataType="ObjectScratch1" /> <Param type="VarReference" varRefKind="Object" varRefType="ExplicitObjectType" dataType="Iterator.Object" /> <Param type="OperationType">Set</Param> </E> <E type="Action" name="VariableOperation"> <Param type="VarReference" varRefKind="Custom" varRefType="Scratch">NumericScratch1</Param> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">0</Param> <Param type="OperationType">Set</Param> </E> <E type="Action" name="ItemGetOwnerPlayer"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" /> <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="PlayerScratch0" /> </E> <E type="Action" name="ActivateTrigger"> <Param type="TriggerReference"> <T type="Trigger" trigType="Subroutine" execMode="OnEachPlayer" name="Trigger0_Subroutine1_Subroutine2"> <Elements> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Object" varRefType="Player.SlaveObject" dataType="Iterator.Player" /> <Param type="VarReference" varRefKind="Object" varRefType="ExplicitObjectType" dataType="ObjectScratch1" /> <Param type="ComparisonType">Equal</Param> </E> <E type="Action" name="VariableOperation"> <Param type="VarReference" varRefKind="Custom" varRefType="Scratch">NumericScratch1</Param> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">1</Param> <Param type="OperationType">Set</Param> </E> </Elements> </T> </Param> </E> <E type="Action" name="DistanceBetweenObjects"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" /> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="ObjectScratch0" /> <Param type="CustomReference" varRefType="Scratch">NumericScratch0</Param> <Param type="Bool">False</Param> </E> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Object" varRefType="ExplicitObjectType" dataType="ObjectScratch0" /> <Param type="VarReference" varRefKind="Object" varRefType="ExplicitObjectType" dataType="Iterator.Object" /> <Param type="ComparisonType">NotEqual</Param> </E> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Custom" varRefType="Scratch">NumericScratch0</Param> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">0</Param> <Param type="ComparisonType">Equal</Param> </E> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Custom" varRefType="Scratch">NumericScratch1</Param> <Param type="VarReference" varRefKind="Custom" varRefType="Int16">0</Param> <Param type="ComparisonType">Equal</Param> </E> <E type="Condition" name="Comparison" unionGroupID="-2"> <Param type="VarReference" varRefKind="Player" varRefType="ExplicitPlayerType" dataType="PlayerScratch0" /> <Param type="VarReference" varRefKind="Player" varRefType="ExplicitPlayerType" dataType="NONE" /> <Param type="ComparisonType">Equal</Param> </E> <E type="Action" name="DeleteObject"> <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" /> </E> </Elements> </T> </Param> </E> </Elements></Trigger>WumboScript Code define event tick for each current_object0 in objects matching filters.weaponless do for each current_object1 in objects do skipped = 0 owner = object_get_owner_player(current_object1) for each current_player0 in players do if current_player0.biped = current_object1 then skipped = 1 end end distance = object_get_distance_between(current_object1, current_object0, false) if current_object0 != current_object1 and distance = 0 and skipped = 0 and owner = none then object_delete(current_object1) end end endend
  5. File Name: KSoft.Tool Repack File Submitter: synth92 File Submitted: 01 Sep 2013 File Category: Modding Programs Virus Scan: Click Here This is a repack of the original KSoft.Tool release by kornman00. Contains various batch files to automate the encoding and decoding process as well as support for Reach compilation. Just drag a gametype BLF file over the applicable .bat file and it will encode/decode it. You will need the following files: .NET Framework 4.5Microsoft Visual C++ 2012 Redistributable Package (x86) If it does not work, you may need to install the following: SlimDX Runtime.NET Framework Update Windows 7 - Windows 8 Since it is a commandline program and has batch files (for your convenience), some virus scanners may falsely label it as malware. Click here to download this file
  6. KSoft.Tool Repack

    Version

    398 downloads

    This is a repack of the original KSoft.Tool release by kornman00. Contains various batch files to automate the encoding and decoding process as well as support for Reach compilation. Just drag a gametype BLF file over the applicable .bat file and it will encode/decode it. You will need the following files: .NET Framework 4.5 Microsoft Visual C++ 2012 Redistributable Package (x86) If it does not work, you may need to install the following: SlimDX Runtime .NET Framework Update Windows 7 - (Windows 8) Since it is a commandline program and has batch files (for your convenience), some virus scanners may falsely label it as malware.