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DavidJCobb

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DavidJCobb

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128 comments

  1. GageHowe
    GageHowe
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    Is it possible to kick or ban players via code? The API reference didn't have anything related.
  2. Slinkyboy
    Slinkyboy
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    Is it possible to edit a firefight mode into needing only one player to start? I'm sick of waiting for some random punk to join so I can actually play while I await more joiners
  3. Xelles667
    Xelles667
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    Hey would it be possible to make one of theses tools that can edit map variants. To be able to change map names and map descriptions out of game.
  4. Bount227
    Bount227
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    Would anyone be able to tell me what the error "Cannot assign to a string literal" means? I don't know what is causing it as I have the same code set up for various other gamemodes. If someone can just clarify what exactly it is pointing out would be a big help.  IE. I somehow am trying to assign a string or something and I cannot see it.
  5. HimmelSoldat
    HimmelSoldat
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    So great to see this tool keeps getting love and support. Thanks for another great update!
  6. TBoss66
    TBoss66
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    can u plz fix the gutas and maybe add zealots and friendly ai into firefight
    1. Demoxicini
      Demoxicini
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      He cannot lol, it result to mod the map itself, Wezr tag hasn't been updated, so any Firefight gametype script can be changed.
  7. DannyWithThaPhanny
    DannyWithThaPhanny
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    Thanks for updating the tool Mr. Cobb <3
  8. Demoxicini
    Demoxicini
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    Hello Mister, I noticed in Reach Wezr tag, there are some new skulls including Halo 2 skulls, do you think, you will be able to include them in the variant editor for firefight, or it won't be possible to do it...
    1. DavidJCobb
      DavidJCobb
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      If the file format for Firefight has been extended to support extra bits for extra skulls (or if it had some bits to spare beforehand), then this would be technically feasible. Unfortunately, my spare time is entirely occupied by a long-term modding project for another game, and will be for the next few months at the very least.
    2. Demoxicini
      Demoxicini
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      sad but understood
    3. Demoxicini
      Demoxicini
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      No progress since mister ?
  9. BorisTheRobot
    BorisTheRobot
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    Hey David, amazing tool you created, I've been spending a great deal of time learning how to use it. One thing however has utterly stumped me, despite all the relevant info I have found on the matter (I'm a total newbie but I do my best). I'm trying to make a haloball-derivative with 4 teams, each team having a max of 4 players. I tried setting it up so that every 4 players that join all get placed into different teams automatically. I.e. team[0] automatically conscripts players 0, 4, 8 and 12, team[1] automatically conscripts players 1, 5, 9, and 13, team[2] automatically conscripts players 2, 6, 10, and 14, and team[3] automatically conscripts players 3, 7, 11, and 15, whenever they join the server (essentially team assignment rotates for every new player). Looking at the way infection games are coded, the script seems pretty straight forward about transferring a player from team[0] to team[1] when becoming a zombie. I'm using the same sort of code block but it has no effect, and the game defaults to assigning players to 2 teams only as haloball usually goes.

    As a very simple test I tried this:

    for each player do
    if current_player.team != team[3] then
    current_player.team = team[3]
    end
    end

    This had no result, then I thought maybe the player needs to be forced to respawn before a team change:

    for each player do
    if current_player.team != team[3] then
    current_player.team = team[3]
    current_player.biped.kill(false)
    end
    end

    This resulted in and endless loop of dying immediately upon spawning, never actually changing teams. The map is set up to having spawn points for all 4 teams.

    Is the sort of team assignment I'm after possible? Thank you.
  10. Demoxicini
    Demoxicini
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    Can you make a Halo 3 ODST gametype editor since some tag are now present like Reach
    1. DavidJCobb
      DavidJCobb
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      Not currently in scope for this project.

      It's also worth noting that map tags don't have much bearing on what game variant files are capable of (unless ODST does something like Halo 3's map variants where you can literally just reference raw map tags by name). In practice, I'd have to decode the ODST file format (not strictly impossible) and then write all the code (backend and UI) to work with it.

      I'm currently doing a fairly large-scale rebuild of RVT under the hood. This rebuild will address some issues with code organization that currently make it impractical to add support for multiple games. However, that still leaves the obstacles of time and effort -- the former more pressing than the latter.