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7ime

Gametype
Mythic Slayer Gametypes [V1.50]

302 posts in this topic

Update 1.33 has been taking for ever to get out and i understand how hard it is to make a game type like this. So my question when and what will be in this Final version of the mod? 

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Update 1.33 has been taking for ever to get out and i understand how hard it is to make a game type like this. So my question when and what will be in this Final version of the mod?

Well based of his last post there were quite a few networking issues that would need to be resolved before a release is made, finding what causes and the solution to these problems could take some time so we just got to wait patiently and it will be released eventually, besides I'd prefer a stable gametype as compared to what could be a rushed and buggy gametype

As for what's in it, you can read the first post, it's already been updated with what can be expected in the next version, though I wouldn't be too surprised if there some more surprises waiting too lol :)

This next one is gonna take some getting used to for me, a bunch of the spawn sequences have been changed under the various labels, gonna have to figure them out again :)

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1. Is it possible in the gametype to have more options to play around with amount of "player lives"? i.e. one team has only 1 life per round, while he other team can have more? Or maybe players start out with one life but if they destroy an object or enter a zone with a special label they are allowed to respawn, at spawn point you can choose.

 

2. This one is probably impossible but I'm curious if Megalo could do it - make filters (juicy, nova ect) only work in certain zones. You could then have maps where underground sections have a different atmosphere then above ground.

 

Thanks again for all your hard work.

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1. Is it possible in the gametype to have more options to play around with amount of "player lives"? i.e. one team has only 1 life per round, while he other team can have more? Or maybe players start out with one life but if they destroy an object or enter a zone with a special label they are allowed to respawn, at spawn point you can choose.

2. This one is probably impossible but I'm curious if Megalo could do it - make filters (juicy, nova ect) only work in certain zones. You could then have maps where underground sections have a different atmosphere then above ground.

Thanks again for all your hard work.

I kinda like that second idea there though sadly I don't think it can be achieved, at least not in the way you described, I'd imagine that if you could get it to spawn through megalo then w/e lighting effect used would effect the entire map and not just where you would want it, still a cool idea :)

(I have no clue as to what megalo can really do here just stating how I'd see it working out, hopefully I'm wrong though :) )

As for the first idea I think somebody else asked about lives a page or two ago and as far as the reply he got went lives can't be altered after the game starts, so if you have 1 life there is no way to gain another (or lose one excluding dying for that matter) as for the teams that sounds cool but idk if achieveable, that spawn point idea made me think of Star Wars: Battlefront, really miss that game lol :)

Edited by Sparky56p

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Also is it possible to make a better attachment option to where you could have the items placed in different areas instead of it being automatically attached in the middle?


sorry i have another question, could you make a gametype label that's something like attach-spawner so you could make a vehicle and then use the label and type the items spawn sequence and it would automatically attach the item to it, like i could make a falcon with a troop warthog attached to it idk 

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Also is it possible to make a better attachment option to where you could have the items placed in different areas instead of it being automatically attached in the middle?

sorry i have another question, could you make a gametype label that's something like attach-spawner so you could make a vehicle and then use the label and type the items spawn sequence and it would automatically attach the item to it, like i could make a falcon with a troop warthog attached to it idk

Not sure if its quite what you are looking for but I do believe you can spawn a regular falcon and set its label to attachment base then set a boundary around it, anything within the boundary should become an attachment so just add the troop hogs spawn object inside? But idk just my guess

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Also one last thing, if you could, could you make a detach zone so when you go into it it gives you a specified armor effect? that's be sweet thanks! And how do i spawn a Combat Knife?

Edited by xXPancakes17Xx

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I have put all of my questions on an organized list so you don't have to search for them all :biggrin:

 

 

 

1. Could you do what you did with a pelican, And make a spawn sequence to where it spawns a small banshee atattched to a longsword on boneyard and the same for a phantom.

 

2. Is it possible to make a better attachment option to where you could have the items placed in different areas instead of it being automatically attached in the middle?

 

3. Could you make a gametype label that's something like attach-spawner so you could make a vehicle and then use the label and type the items spawn sequence and it would automatically attach the item to it, like i could make a falcon with a troop warthog attached to it idk

 

(favorite) 4. Could you make a detach zone so when you go into it it gives you a specified armor effect?

 

5. Since the turret is part of the vehicle, but since you have the grenade launcher turrets spawnable (not on a falcon), couldn't you replace the campaign falcons turrets with the grenade launcher ones?

Edited by xXPancakes17Xx

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I seem to remember editing an Invasion Boneyard gametype at one point. I think I set it to free for all and broke it beyond recognition, but it did recompile.

Cool, you should look into that even though I doubt you can add much to an Invasion gametype.

 

is there any way to get the falcon seats by themselfs and place them wherever?

If somebody really wanted to, they could through the power of Megalo but don't expect me to do it.  No space here.

 

Is it possible to add a scale option to bonus infection?

Because I really want to create a game type with a giant elite as a zombie.

 

Never mind. I just noticed that you can spawn a scale boundary.

Also, is there anyway to attach things without them centralising? For example, putting blocks on both sides of a vehicle rather that the two just phasing into the middle.

Nope.  Second time asked in this topic.

 

Hello this is just a few questions/suggestions.

 

1. Is there any way we are able to receive our own colors in forge?

 

2. I kind of realize that some vehicles, when they are scaled to a large size, they aren't able to move. If your able to fix that, then that will be great.

 

3. Whenever you go into armor lock, the electricity that comes out, It would be awesome if the electricity as bigger such as ( The electricity reaching

the sky )

 

4. When we do the Attachment base / and Attachement, I usually put the items of how I expect the weapon to look like but it's usually mashes up, is

there anyway we can have them not mashed up but still attached to the weapon or armor ability?

1.  Nope.

2.  Nope.

3.  Nope.

4.  Nope.  Third time asked here.

 

Update 1.33 has been taking for ever to get out and i understand how hard it is to make a game type like this. So my question when and what will be in this Final version of the mod? 

:gym: Working on it.

Like Sparky said, you could take a look at the original post for some details.

 

Well based of his last post there were quite a few networking issues that would need to be resolved before a release is made, finding what causes and the solution to these problems could take some time so we just got to wait patiently and it will be released eventually, besides I'd prefer a stable gametype as compared to what could be a rushed and buggy gametype

As for what's in it, you can read the first post, it's already been updated with what can be expected in the next version, though I wouldn't be too surprised if there some more surprises waiting too lol :smile:

This next one is gonna take some getting used to for me, a bunch of the spawn sequences have been changed under the various labels, gonna have to figure them out again :smile:

;)

 

1. Is it possible in the gametype to have more options to play around with amount of "player lives"? i.e. one team has only 1 life per round, while he other team can have more? Or maybe players start out with one life but if they destroy an object or enter a zone with a special label they are allowed to respawn, at spawn point you can choose.

 

2. This one is probably impossible but I'm curious if Megalo could do it - make filters (juicy, nova ect) only work in certain zones. You could then have maps where underground sections have a different atmosphere then above ground.

 

Thanks again for all your hard work.

1.  Not in this gametype.  Someone else could essentially though.  No space here.

2.  They apply to the whole map, that is how they are.

 

So when is the updated version of the mod out?

:whistling: SoonTM

 

 

I have put all of my questions on an organized list so you don't have to search for them all :biggrin:
 
 
 
1. Could you do what you did with a pelican, And make a spawn sequence to where it spawns a small banshee atattched to a longsword on boneyard and the same for a phantom.
 
2. Is it possible to make a better attachment option to where you could have the items placed in different areas instead of it being automatically attached in the middle?
 
3. Could you make a gametype label that's something like attach-spawner so you could make a vehicle and then use the label and type the items spawn sequence and it would automatically attach the item to it, like i could make a falcon with a troop warthog attached to it idk
 
(favorite) 4. Could you make a detach zone so when you go into it it gives you a specified armor effect?
 
5. Since the turret is part of the vehicle, but since you have the grenade launcher turrets spawnable (not on a falcon), couldn't you replace the campaign falcons turrets with the grenade launcher ones?

 

1.  Nope.  As stated before, it doesn't work on the Longsword or Phantom.

2.  Nope.  Fourth time asked around these parks.

3.  I thought about implementing something but nobody responded when I asked for thoughts on a concept so it's too late now.

4.  The only armor effect that I could really replicate would be the orange flames but you will never see me implement something of this sort.

5.  Sort of. ;)  This has been detailed already but I'll let it slide.

 

Thanks for your interest in this gametype.  If all goes well, Bomberman will be released tomorrow; until then. 

OrangeMohawk and Linglin like this

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Thanks for your interest in this gametype. If all goes well, Bomberman will be released tomorrow; until then.

You got my attention, what is this "Bomberman" that you speak of? :D

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5.  Sort of. ;)  This has been detailed already but I'll let it slide.

 

 

 

Where can i find this?

 

5.  Sort of. ;)  This has been detailed already but I'll let it slide.

 

 

 

Where can i find this?

sorry i sent it twice by accident :I

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Where can i find this?

sorry i sent it twice by accident :I

He was going to add it to an earlier version, but it had problems and didn't happen. I even tried at one point, and there were weird issues like only one turret working at a time and occasionally shooting backwards.

Also, you could have edited your message to remove the duplicate part...

Edited by Linglin

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He was going to add it to an earlier version, but it had problems and didn't happen. I even tried at one point, and there were weird issues like only one turret working at a time and occasionally shooting backwards.

Also, you could have edited your message to remove the duplicate part...

Oh yeah *facepalm*

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Latest Version - Optimization!
it's always good to come back and look at your code after awhile; so you betcha, I read over every last bit and changed a lot of variables and removed a lot of safety checks that weren't necessary. Honestly though, I've changed nearly everything at some point so if something happens to be working weirdly please send me a message or something.

Spawner Label
>>>players are no longer capable of entering vehicles as any of the bipeds that fire vehicle turrets; this is to prevent player's Xboxs' from freezing.
>>>all of the objects labeled spawner that spawn bipeds are now automatically attached to the bipeds; this will allow players to always be able to take control of a biped just by moving near it rather than it's original spawn, assuming it has a boundary. I suggest using a hill marker for a natural look. This also allows you to select respawn times.
>>>map specific objects have been updated to be rotated the same way as the base object in all planes
>>>you will no longer be forced to enter turrets, you can now enter them the way you normally would
>>>the mongoose with falcon turret has been remodeled to look better.
>>>added 5 new vehicles and three new map specific items.
>>>spawn sequences have been swapped around a lot, will require you to reforge maps.


_______
V1.50
_______
-1 through -6 various spartans
-7 through -12 various elites
-13 monitor
-14 spawns a spartan with a scorpion turret
-15 spawns an elite with a wraith turret
-16 spawns a spartan with a falcon turret
-17 spawns an elite with a revenant turret
-18 spawns a monitor with a scorpion turret
-19 spawns a monitor with a wraith turret
-20 spawns a monitor with a falcon turret
-21 spawns a monitor with a revenant turret
if the base object has a boundary and the player is within that boundary as a monitor, the player will take control of the spartan or elite
if the base object has a boundary and the player is within that boundary as a spartan or elite, the player will take control of the monitor
base object attaches to spawned object
_______
-22 spartan with skull, awards points based on teams, waypoint
-23 elite with skull, awards points based on teams, waypoint
-24 monitor with skull, awards points based on teams, waypoint
-25 spartan with flag, awards points based on teams, no waypoint
-26 elite with flag, awards points based on teams, no waypoint
-27 monitor with flag, awards points based on teams, no waypoint
awards one point if the player is not on the base object's team
subtracts one point if the player is on the base object's team
_______
-28 invisible cube of derek, fire
-29 larger invisible cube of derek, fire, attaches to base object, anything within the base object's boundary will take damage
-30 alarm sound 1; attaches to base object
-31 alarm sound 2; attaches to base object
-32 spawns a blinking light and alarm sound when entering the zone, attaches to base object
-33 spawns a blinking light and alarm sound when entering the zone, attaches to base object
-34 spawns and destroys a bomb when an enemy enters the zone
-35 pelican on Spire only; phantom on Boneyard and Breakpoint only
-36 longsword on Boneyard only without collisions; target locator on Anchor 9 only; pelican attached to a mini falcon on Spire only
-37 covy power module stand on Spire, data core laser safe on Boneyard, weapon supply pod on Anchor 9
-38 activates lights and sounds on Breakpoint
-39 rotates everything not within its boundary to the same rotation as the base object, includes the skybox
_______
0 flag
1 bomb
2 ball, flaming skull
3 UNSC data core
4 Covenant power module

5 detached machinegun turret
6 detached plasma turret
7 left grenadier turret from falcon
8 right grenadier turret from falcon
9 warthog machinegun turret
10 warthog rocket turret
11 warthog gauss turret, can't turn
12 scorpion machinegun turret, infantry, can't turn
13 wraith plasma turret, infantry, can't turn
14 troop hog
15 falcon with front turret
_______
16 anti air shade turret
17 fuel rod shade turret
18 grenadier falcon
19 grenadier warthog
20 custom vehicle, warthog with plasma shade turret
21 custom vehicle, warthog with anti air shade turret
22 custom vehicle, warthog with flak shade turret
23 custom vehicle, falcon with plasma shade turret
24 custom vehicle, falcon with anti air shade turret
25 custom vehicle, falcon with flak shade turret
26 custom vehicle, falcon with warthog machinegun turret
27 custom vehicle, falcon with warthog rocket turret
28 custom vehicle, falcon with warthog gauss turret
shade turrets work on Forge World, Ridgeline, and possibly other maps
_______
29 custom vehicle, Falcon with Scorpion turret
30 custom vehicle, Falcon with Wraith turret
31 custom vehicle, Warthog with Scorpion turret
32 custom vehicle, Warthog with Wraith turret
33 custom vehicle, Revenant with Scorpion turret
34 custom vehicle, Revenant with Wraith turret
35 custom vehicle, Mongoose with Falcon turret
36 custom vehicle, Mongoose with Revenant turret
_______
37 ultra small Scorpion turret and red light
38 ultra small Wraith turret and blue light
39 ultra small Falcon turret and green light
40 ultra small Revenant turret and orange light
attaches to base object, suggested for vehicles, allows you to fire the turret from the base object if a vehicle
_______
all spawned objects will have the same team as the base object
_______


Detach_Zone Label
>>>added a zone to drop the weapons of the bipeds that you can control; the zone is hidden; spawn sequence of 3
>>>added a zone to change teams of objects/players within the zone; really only works on players when teams are disabled but can only change object colors when teams are enabled; spawn sequence of 4
>>>added a zone that sets an object's team to none; spawn sequence of 5
>>>added a zone that hides all other zones; spawn sequence of 6
>>>added a spawn sequence at 7 that shrinks everyone's primary weapon regardless of their location
>>>added several zones to convert players into the monitors with vehicle turrets

if the spawn sequence is -3 it will turn the player into a monitor with a Scorpion turret

if the spawn sequence is -4 it will turn the player into a monitor with a Wraith turret

if the spawn sequence is -5 it will turn the player into a monitor with a Falcon turret

if the spawn sequence is -6 it will turn the player into a monitor with a Revenant turret

>>>added a zone at -7 that attaches the base object to a player within the zone, the zone only shows for ally teams, hopefully
Lift Label
>>>fixed a mistake so that the disappearing objects will actually be team based, my bad.
>>>added the ability to make objects appear when players are in the zone; it should be said that that this and the one that makes objects disappear are kind of designed for movable objects

if the spawn sequence is -3 it will make the object seemingly disappear when a player enters the zone, use on movable objects

if the spawn sequence is -4 it will make the object seemingly appear when a player enters the zone, use on movable objects

>>>added alternatives to the disappearing and appearing abilities; designed more for non movable objects and may hopefully help with the rotating issue that I can't seem to replicate.

if the spawn sequence is -5 it will make the object seemingly disappear when a player enters the zone, use on non-movable objects

if the spawn sequence is -6 it will make the object seemingly appear when a player enters the zone, use on non-movable objects

>>>an object with a spawn sequence less than negative 6 will have the same rotation as an object with the same absolute value spawn sequence; both have the lift label but one would be say -7 while the other would be 7.
>>>an object with a spawn sequence less than negative 74 will have the same x-axis rotation as an object with the same absolute value spawn sequence
Health Label
>>>a spawn sequence of -10 will allow you to control a dead body if you walk through the zone

if you're also connection host, you will be able to walk through invisible boundaries without any kill zones; only use on objects that have health such as vehicles, I really only suggest using this on your own unless you're trying to have a body never disappear.

Award_Points Label
>>>waypoints have been updated to only show up when you're close enough to the object
FFA_Team Label
>>>a positive spawn sequence will mean it will only spawn in Team games
>>>a negative spawn sequence will mean it will only spawn in FFA games
it could be vice versa, I can't remember
Switch Label
Does not work on explosives.
if the spawn sequence is negative it will have a waypoint and will spawn a fusion coil contraption to blow up.
Switch_Door Label
when an object with the switch label is destroyed and has a spawn sequence with the same absolute value;


a positive spawn sequence will disappear. It will explode if less than 50.

a negative spawn sequence will appear.

a spawn sequence of negative 50 or less will disappear the next time the switch is destroyed

a spawn sequence of positive 50 or more will reappear the next time the switch is destroyed

Attachment Label
warthogs and shade turrets with negative spawn sequences will have their turrets attached separately
if the spawn sequence is greater than or equal to 75 you will also be able to enter the attached vehicle; expect connection advantages, you've been warned.

all bomb explosions should now be seen by everyone.

I never did mention that using the scale option, not the label, now also scales the weapons.


Well it's been one heck of a ride folks, but that's all; the last feature update is here.
Special thanks, in no particular order, to...
Kornman00 for developing the tools.
AMD for helping me get off of the ground.
OrangeMohawk for conspiring with me.
Mike WB for making awesome videos.
FreedTerror for uploading CON files.
Wondo for helping me pinpoint a viscous bug.
the XboxChaos community for their support.
whoever reads this for their interest.

Hopefully I'll eventually get the Sparty and Covy versions up at some point.
As for Bomberman, it was fully playable but for some reason it says it's an invalid gametype now so if anyone thinks they can help me send me a message here please.

Edited by 7ime

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Very nice to see, and I look forward to messing with the Lift and Switch labels soon.

I wouldn't know what's wrong with Bomberman though. You tried simply resigning it to a different CON file? Save any earlier backups that work?

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How do I get the update?

You can either use the link provided in the original post or from Halo Reach use the file browser and search for the file share of "trustysn00ze" (those are zeros) :) hope that's easy enough :)

7ime likes this

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Ok, I got it.

 

I know that you can now add operable vehicles to other vehicles, such as add warthog turrets to falcons, but is there any way to do this while still being able to fire a tank weapon while attached to another vehicle as with the minus numbers?

 

What I have done is fuse a falcon and scorpion together with the falcon as the base and still be able to fire the scorpion.

Is there any way to do this and still add operable warthog turrets?

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I've been messing around with the switch labels quite a bit and figured I'd add a little side note

Much like with the "Award Points" system, explosives (fusion coil, land mine, grenades, ect... Do not work

Best solution is to try something such as a mongoose for the switch .

Anyone else who has a better solution please let me know :)

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it is quite literally weird for me to be tiny in halo reach. It is cool but I got into halo on halo reach primarily, well I played other halo's with friends but reach was the one I bought for forge. All I was curious about was if you could add anything more in the options area or if it was full. I was thinking orangemohawks grenade regeneration would be lovely if possible in reach. 

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I did just upload a quick update to SvE Mythic Slayer so that the negative spawn sequence switches will work after a host migration if you want to download and replace the old version.  Thanks Sparky for bringing this to my attention.

 

Ok, I got it.

 

I know that you can now add operable vehicles to other vehicles, such as add warthog turrets to falcons, but is there any way to do this while still being able to fire a tank weapon while attached to another vehicle as with the minus numbers?

 

What I have done is fuse a falcon and scorpion together with the falcon as the base and still be able to fire the scorpion.

Is there any way to do this and still add operable warthog turrets?

Maybe if you only use a gauss or rocket turret but otherwise I am going to say no.

 

it is quite literally weird for me to be tiny in halo reach. It is cool but I got into halo on halo reach primarily, well I played other halo's with friends but reach was the one I bought for forge. All I was curious about was if you could add anything more in the options area or if it was full. I was thinking orangemohawks grenade regeneration would be lovely if possible in reach. 

There is no more space for user options.

 

 

As for Bomberman, OrangeMohawk did figure out what was wrong but apparently I messed something else up when I added the power-ups option.

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I did just upload a quick update to SvE Mythic Slayer so that the negative spawn sequence switches will work after a host migration if you want to download and replace the old version. Thanks Sparky for bringing this to my attention.

Maybe if you only use a gauss or rocket turret but otherwise I am going to say no.

There is no more space for user options.

As for Bomberman, OrangeMohawk did figure out what was wrong but apparently I messed something else up when I added the power-ups option.

Lol no problem, hopefully this "Bomberman" project turns out how you planned, kinda excited to see this :D

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