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Megalo Actions & Conditions List

9 posts in this topic

In this thread, you can find an up-to-date list of Megalo actions and conditions for Halo 4.

  • Conditions (Enums)
  • Actions (Enums)
Edited by Matt

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Conditions


 

00 0x00 None
..Always returns false.

 

No parameters

 

 

01 0x01 Compare
..Compares two values.

 

Generic Ref.  Value 1
Generic Ref.  Value 2

uint3         Comparison Type

 

 

02 0x02 Is Object In Boundary?
..Checks if an object is inside another object's boundaries (shape).

 

Object Ref.   Object
Object Ref.   Boundary

 

 

03 0x03 Check Player's Killer Type
..No description available

 

Player Ref.  Player
uint5        
Killer Type

 

 

04 0x04 Has Player Been Recently Damaged?
..Checks if a player has been damaged by the specified assailant.

..Returns true until the victim's shield begins recharging.

 

Player Ref.   Victim

Player Ref.   Assailant

 

 

05 0x05 Check Team Disposition
..Compares two teams.

 

Team Ref.     Team A

Team Ref.     Team B
uint2         
Team Comparison

 

 

06 0x06 Is Timer Zero?
..Checks whether a timer's value is zero.

 

Timer Ref.    Timer

 

 

07 0x07 Check Object Multiplayer Type
..Checks if an object matches an object type.

 

Object Ref.   Object

uint11        Type

 

 

08 0x08 Team Has Players?
..Determines whether the given team has players (including those who have switched teams or left the game).

Team Ref.     Team

 

 

09 0x09 Is Object Out Of Bounds?
..Checks if an object is out of the playing field.

 

Object Ref.   Object

 

 

10 0x0A Unused
..This condition is unused in Halo 4

 

Player Ref.   Player

 

 

11 0x0B Did Player Assist Another Player?
..Determines whether a player has assisted in killing a player.

 

Player Ref.   Target
Player Ref.   Victim

 

 

12 0x0C Object Matches Filter
..Checks if an object matches a certain filter (including Forge labels).

 

Object Ref.   Object
Filter Index  Filter

 

 

13 0x0D Is Player Not Respawning?
..Returns false if a player is currently respawning.

 

Player Ref.   Player

 

 

14 0x0E Is Equipment Being Used?
..Returns true if the specified equipment is currently being used.


Object Ref.   Equipment

 

 

15 0x0F Is Player A Spartan?
..Determines whether a player is a Spartan.

 

Player Ref.   Player

 

 

16 0x10 Is Player An Elite?
..Determines whether a player is an Elite.

 

Player Ref.   Player

 

 

17 0x11 Is Player A Monitor?
..Determines whether a player is a Monitor.

 

Player Ref.   Player

 

 

18 0x12 Unknown
..Help us identify this condition!

 

No parameters

 

 

19 0x13 Was Vehicle Hijacked? (1)
..Returns true if the targeted vehicle was hijacked regardless of seat,

..and continues to be true for about 3 seconds afterwards.

 

Object Ref.   Vehicle

 

 

20 0x14 Was Vehicle Hijacked? (2)
..Similar to above but with a slightly different condition.

..If you know what this is, please let us know! 

 

Object Ref.   Vehicle

 

 

21 0x15 Was Vehicle Hijacked? (3)

..Similar to above but with a slightly different condition. 

..If you know what this is, please let us know! 

 

Object Ref.   Vehicle

 

 

22 0x16 Check Game Tick
..Returns true if the current game tick matches a frequency and offset.

 

Generic Ref.  Frequency
Generic Ref.  Offset

 

 

23 0x17 Check Incident
..Returns true if the submitted incident matches the specified index.

 

uint32        Incident Index

 

 

24 0x18 Object Has Normal Physics?
..Checks whether an object has normal physics.

 

Object Ref.   Object

 

 

25 0x19 Is Weapon Being Held?
..Checks whether a weapon is currently being carried by a player.

 

Object Ref.   Weapon

Edited by Matt

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Enums (Conditions)

 

Comparison Type

 

0  <

1  >

2  =

3  ≤

4  ≥

5  ≠

 

 

Team Comparison

 

0  Neutral (Checks if at least one team is neutral)

1  =

2  

 

 

Killer Type

 

0  Guardians

1  Suicide

2  Kill

3  Betrayal

4  Quit

Edited by synth92

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Enums (Actions)

 

Operation Type

 

0  Add

1  Subtract

2  Multiply

3  Divide

4  Set

5  Modulus

6  Bitwise AND

7  Bitwise OR

8  Bitwise XOR

9  Bitwise NOT

10 Bit Shift Left

11 Bit Shift Right

12 Bit Shift Left (same as 10)

 

 

Multiplayer Object Type

Unavailable object types are omitted from this list. If you see an entry that is italicized please tell me exactly what it is.

 

2   Monitor

3   Flag

4   Extraction Beacon (Non-droppable)

5   Ball

6   Area

7   Stand

8   Destination

9   Frag Grenade

10  Plasma Grenade

13  DMR

14  Assault Rifle

15  Plasma Pistol

20  Energy Sword

21  Magnum

22  Needler

24  Rocket Launcher

25  Shotgun

26  Sniper Rifle

28  Beam Rifle

29  Spartan Laser

30  Gravity Hammer

34  Warthog

35  Ghost

36  Scorpion

37  Wraith

39  Mongoose

48  Jet Pack

51  Active Camo

58  CTF Flag Return Area

59  CTF Flag Spawn Point

60  Respawn Zone

72  Initial Spawn Point

131 Hologram

150 Weak Respawn Zone

151 Weak Anti-Respawn Zone

158 Multiplayer Cinematic Camera

167 Machine Gun

168 Mounted Machine Gun

169 Plasma Turret

170 Mounted Plasma Turret

177 Warthog Gunner Turret

178 Warthog Gauss Turret

179 Warthog Rocket Turret

180 Scorpion Infantry Turret

183 Wraith Infantry Turret

185 Target Designator

190 Shade Plasma Turret

192 LightRifle

194 Spread gun

195 Attach beam

197 Hardlight Shield

198 Teleporter Equipment (Harvest only)

199 Suppressor

200 Railgun

202 Storm Rifle

203 Autoturret Equipment

206 Promethean Vision

209 Incineration Cannon

210 Covenant Carbine

211 Beam Rifle

212 Sticky Detonator

213 Thruster Pack

214 SAW

215 Fuel Rod Cannon

216 Boltshot

217 Pulse Grenade

218 Active Hacker Equipment (Harvest Only)

220 Concussion Rifle

221 Fuel Rod Cannon

224 Battle Rifle

225 Suppressor

226 Flagnum

227 Extraction Marker

228 Extraction Switch

229 Regeneration Field

231 Extraction Out-of-Bounds Zone

232 KotH Out-of-Bounds Zone

233 Flood Talons

235 blam_sound_object_01

236 blam_sound_object_02

237 blam_sound_object_03

238 Auto Turret (Vehicle)

240 Dominion Base Switch

241 Flood Thruster Pack

242 Sentry Turret

243 Oddball Out-of-Bounds Zone

244 Extraction Anti-Respawn Zone

245 KotH Anti-Respawn Zone

246 Oddball Anti-Respawn Zone

247 Player Disarm (temporary disarms player)

248 blam_emblem

249 blam_switch

250 blam_sym_switch

251 flashing_area

252 White Screen Flash

253 "INCOMING" Static Navpoint (Extraction)

254 "INCOMING" Static Navpoint (KotH)

255 Oddball Confetti

256 Mantis

257 Extraction Beacon (Droppable)

258 Explosion

259 DMR NBL

260 Magnum STC

261 Plasma Pistol FRC

262 LightRifle IMP

263 Covenant Carbine RGN

264 Suppressor SHR

265 Boltshot PTN

266 Battle Rifle ARC

267 Battle Rifle DNE

268 Assault Rifle PRM

269 Assault Rifle PRD

285 Banshee

287 Sentry Turret Base

 

 

 

Priority Level

 

0  None

1  Low

2  High

3  Default

 

 

Megalo String Index

 

to be implemented

 

 

Megalo Sound Index

 

to be implemented

 

 

Incident

 

to be implemented

 

 

Give Weapon Mode

 

0  Unknown (only works with Flagnum)

1  Give Objective (only works with objectives)

2  First Free Slot

 

 

Drop Weapon Mode

 

0  Drop Primary

1  Drop Secondary

2  Drop Objective

 


Player Action

 

0  Jump

1  Switch Weapons

2  Interact

3  Melee

4  Use Armor Ability

5  Throw Grenade

6  Shoot Weapon

7  Crouch

8  Zoom

9  Switch Grenades Left

10 Switch Grenades Right

11 Fire Tertiary Weapon

12 Unused (B by default)

13 Primary Vehicle Trick (RB by default)

14 Secondary Vehicle Trick (LB by default)

15 Dual Wield (B by default)

 

 

Medals

0   Extermination

1   Double Kill

2   Triple Kill

3   Overkill

4   Killtacular

5   Killtrocity

6   Killamanjaro

7   Killtastrophe

8   Killpocalypse

9   Killionaire

10  Killing Spree

11  Killing Frenzy

12  Running Riot

13  Rampage

14  Untouchable

15  Invincible

16  Inconceivable

17  Unfriggenbelievable

18  Bulltrue!

19  Splatter

20  Hijack

21  Skyjack

22  Kill from the Grave

23  Killjoy

24  Splaser Kill

25  Sniper Kill

26  Beatdown

27  Melee

28  Vehicle Destroyed

29  Wheelman

30  Flag Captured

31  Flag Kill

32  (no name; medal_oddball_player_kill_oddball; uses Flagssassination icon)

33  Flag Carrier Kill

34  Headshot

35  Supercombine

36  EMP Assist

37  Assist

38  Revenge

39  First Strike

40  Headcase

41  Showstopper

42  Avenger

43  Assassination

44  Generic Kill

45  Sword Kill

46  Regicide

47  Execution

48  Vehicle Kill

49  Vengeance

50  Distraction

51  Last Strike

52  Vehicle Destroy Assist

53  Road Trip

54  Airassassination

55  Comeback Kill

56  King Spree

57  Kingtacular

58  Reign of Terror

59  Kingslayer

60  Beacon Armed

61  Site Extracted

62  (no name; blam_bomb_defused; no icon)

63  Site Defense

64  Convert Stopped

65  Stay Back!

66  Site Saviour

67  Expert Extraction

68  Extraction Assist

69  Arm Assist

70  Arm Stopped

71  Site Offense

72  (no name; blam_arm_defense; generic kill icon)

73  Beacon Converted

74  Convert Assist

75  (no name; blam_convert_defense; generic kill icon)

76  Grenade Kill

77  Base Captured

78  Base Lockdown

79  Fortified!

80  All Your Battlement

81  Resupplied!

82  Full Arsenal

83  Base Capture Initiated

84  Base Captured

85  Base Conqueror

86  Base Saved

87  Security Chief

88  Final Word

89  Base Defense

90  Base Offense

91  Turret Destroyed

92  Demolition Expert

93  Turret Built

94  Chief Engineer

95  Shield Door Destroyed

96  Breach

97  Sapper

98  Kill Shot!

99  Hero!

100 Survivor

101 Base Capture Assist

102 Capture Init Assist

103 (no name; dominion_reclaim_assist; generic kill icon)

104 Fortification Assist

105 Resupply Assist

106 Flag Defense

107 Flag Runner

108 Flag Champion

109 Flag Assist

110 Flag Joust

111 Flagsassination

112 Savior

113 King Assist

114 Infector

115 Carrier

116 Juggernaut

117 Gravemind

118 Flood Stopper

119 Flood Hunter

120 Flood Survivor

121 Flood Exterminator

122 Last Man Standing

123 Final Conversion

124 Flood Victory

125 Clever

126 Ancient One

127 (no name; flood_killed_spartan_in_haven; no icon)

128 (no name; flood_killed_zombie_in_haven; no icon)

129 Flood Conversion

130 Alpha Conversion

131 Conversion Assist

132 Flood Kill

133 Flood Kill Assist

134 Early Survivor

135 Halfway Home

136 Long Life

137 Hill +5

138 Hill +10

139 Hill +15

140 Hill Dominance

141 Hill Offense

142 Hill Defense

143 Hail to the King

144 First Point

145 Testing The Waters

146 Getting Around

147 Experienced

148 Vehicle Hill +5

149 Vehicle Hill +10

150 Vehicle Hill +15

151 Vehicle Dominance

152 Hill Assist

153 Regime Change

154 Carrier Kill

155 Ball Kill

156 Smooth Moves

157 First Touch

158 Long Bomb

159 Nice Catch!

160 Catch

161 Interception

162 Ball Holder

163 Ball Keeper

164 Ball Master

165 Hammer Kill

166 Rocket Kill

167 Fuel Rod Kill

168 Binary Rifle Kill

169 Protector

170 Retribution

171 Ordnance Earned

172 Hail Mary

173 Snapshot

174 Flying High

175 Flag Driver

176 Close Call

177 Reload This

178 Bodyguard

179 Guardian Angel

180 Wingman

181 Regicide!

182 King Joust

183 Carrier Kill Assist

184 Ball Hog

185 Magic Hands

186 (no name; oddball_throw_goal; Ballassassination icon)

187 (no name; oddball_run_goal; no icon)

188 (no name; oddball_score_assist; no icon)

189 (no name; oddball_dead_drop_goal; no icon)

190 (no name; oddball_vehicular_goal; no icon)

191 (no name; oddball_driver_assist; no icon)

192 Gotcha!

193 Alpha Kill

194 Railgun Kill

195 Site Defense

196 Self Defense

197 Score!

198 Payback

199 Skull Taken

200 Skull Recovered

201 Skullmaster

202 Busted

203 Beam Rifle Kill

204 Ballassassination

205 Plasma Kill

Edited by synth92

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<E type="Condition" name="ObjectIsSameType" unionGroupID="-2">  <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" />  <Param type="ObjectTypeIndex">flag</Param></E>

What is this? ObjectIsSameType? Something related to Check Multiplayer Type I would guess...

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<E type="Condition" name="ObjectIsSameType" unionGroupID="-2">  <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" />  <Param type="ObjectTypeIndex">flag</Param></E>

What is this? ObjectIsSameType? Something related to Check Multiplayer Type I would guess...

 

 

It evaluates to true if the type of the object specified by the first argument matches the type you pass in as a second argument. So the condition you gave would read "Is the current object a flag?"

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Can I make a suggestion? People seem to be having trouble with UInt24s for CreatObject/AttachObject offsets. A tutorial on how to take 3 Int8's and turn them into one UInt24 would probably work wonders. I tried to Google it to help folks out, but no luck.

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Can I make a suggestion? People seem to be having trouble with UInt24s for CreatObject/AttachObject offsets. A tutorial on how to take 3 Int8's and turn them into one UInt24 would probably work wonders. I tried to Google it to help folks out, but no luck.

 

 

Step 1.

Open Windows calculator. Press Alt + 3 or click View -> Programmer to switch to Programmer mode. Make sure "Dec" is selected.

 

gHPy9Lh.png

 

 

Step 2.

Enter the coordinate for the X axis.

 

i5SaRPW.png

 

 

Step 3.

Now, change the base to Hex.

 

MxHi0QM.png

 

 

Step 4.

Now, open up another instance of Windows calculator in Programmer mode. Don't worry about the bit size so leave it at Qword. Go into Hex mode and enter the number you got from the previous step (99). If you get a single digit number, pad it with '0' first (e.g. 00, 05, 0C, 0F, etc).

 

Repeat steps 1-4 for the Y and Z coordinate respectively. Let's say I want to use the coordinates X: 153; Y: 0; Z: 7 the result should look like this:

 

F2iSlj3.png

 

 

Step 6.

Finally, change the base to "Dec" to get the 24-bit integer.

 

pSSLT8m.png

Edited by synth92

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