Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
Welcome to Xbox Chaos: Modding Evolved

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

LFPTMathieuFr

Modding
Increase the rate of fire of the phantom with AI

5 posts in this topic

Hello I'm trying to rebuild the Halo 2 Phantom in Halo Reach, but I encountered a problem :

The rate of fire of the AI is limited by the difficulty of the game. And even if I try to increase the rate of fire of the phantom_chin_gun, this one always shoots at the same speed.
The increase in the rate of fire only applies when I am a gunner. But when I add an ia in the turret, these are clamped. Anyone have any ideas to remove this bridle?
I mod on Assembly.
Thank you for your collaboration

(Sorry for my language i'm too bad ^^)

Share this post


Link to post
Share on other sites

Have you tried editing the Firing Properties in generic_firefight_phantom.char?

As far as I can tell, characters control how the vehicles or weapons operate, but I have not touched vehicles yet.

Ok, I was wrong. Next time I get a chance I will try to figure it out. 

Edited by ReteroX

Share this post


Link to post
Share on other sites

{Update} It is not only for the phantom, but for all weapons. The AI don't care about the rate of fire in the "Weapon" section. Anyone have an idea to change this?

Share this post


Link to post
Share on other sites

head to ai_generic in char. Fiddle around with the property blocks, I would start with the Weapon Properties.

ReteroX likes this

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now