Juicy details in the xbe

Discuss Halo 2 modding, progress on figuring things out, mapfiles...you know the drill. Cheating discussion not allowed.
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CaptainPoopface




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Juicy details in the xbe

Post by CaptainPoopface »

grimdoomer wrote:As for the Xbe info, if you want to know something, I can find it for you.
This is from another thread, but I didn't want to take it off topic.

OK, here are some things I'd like to know, off the top of my head:

- How to use buttons from SP in MP - the white button for camo/flashlight/anything, the B button for firing bombs in the Banshee. We can add flashlights to weapons, but they are either always on, or you must sacrifice a trigger to use them. We can give the Banshee its bombs, but it means sacrificing the boost or the automatic fire bullets. It would be nice to have additional triggers and not have the functionality tradeoff.

- The juggernaut weapon/power. It has a weap tag but doesn't seem to do anything, so my guess is that you wield the weapon when you become juggernaut and it signals the xbe to give you juggernaut powers. Can I get juggy powers while not playing the Jug gametype? Can multiple players pick up the jug weapon and be juggernauts? Can I apply the damage resistance, camo, and running speed modifiers to any weapon? There are fields related to movement penalty in the weap tag for all weapons, but they don't seem to do anything in MP.

- The overshield powerup. What determines the decay rate of the overshield, and the amount of additional shields given?

- The main menu. Get rid of that stupid 3 second delay at the countdown. Get rid of the Campaign and Xbox Live options on the main screen, or just reroute them to the main screen. Get rid of the wipe effect when you change menu screens because it costs me precious seconds. Etc.

- Jmad stuff? You mentioned there was a lot in there. What kind of things?

Intelligent people have poked all around the xbe and found great things (Yelo). I am confident that much more has been found but not released, possibly due to concerns about cheating. I'd say cheating in H2 is as much present and dealt with as it's ever going to be, so that concern is moot now. If the people who have researched the xbe (kornman, xbox7887...) have annotated their work, I'd encourage them to pass it on and not take it with them to the grave. I've taken a couple of courses in assembly programming - enough to know that it's incredibly tedious. All the more reason that past research should not be discarded or withheld.
Retired. Thank you neodos, DemonicSandwich, DarkShallFall, Dragonfire, foxfanatic2317, GOWO and everyone in the hall of fame.
If you want to know how I did something, take apart my mods.
Shock120





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Post by Shock120 »

just adding to the list.

- synchronization
Is there anything in the .xbe regarding the sync state of ai, dialog, scripts and music. I wonder if anyone researched this

- System-link co-op screen. a message appears, if 2 people are on system link
I'd like to see what happens when it is enabled.
if this was enabled, then I believe there will be no need to add anything to the map.

- co-op repawns in mp

- ai in mp , why has this been kept secret?
CaptainPoopface wrote:I am confident that much more has been found but not released, possibly due to concerns about cheating.
they can implement features that are in the Blu trainer, where the mods are enabled depending on the gametype's name.
Shock120 on XLink & XBC
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