Update's out. Fixed table after update. Added extra skulls from new update. Overhauled a lot of code (even some that I brought over from my CE update).
Barring major glitches, should be at an optimal status, and can be more easily transferred to the other halo games.
For anyone curious about what got overhauled and who don't mind a technical read. I had spent a long while figuring out a way to make my lua connect more intuitively with the game, since lua is easier to read and update than assembly.
If I were to directly manipulate values from lua, the base address could change without that change being registered from lua. This can cause it to randomly crash (often between loading zones). I got around this by using a segment of game code like a middleman, where it would take the value from lua and place it where it needs to go. This was tedious to figure out, and could look very messy and ugly.
But I had been trying to make a more modular and automatic method. I did this over the course of a few games. Spartan Assault is where it was first created in 32 bit, MCC Combat Evolved is where it was made 64 bit and further improved, and ODST is where it was given the ability to have more than one attachment points.
I believe it is at a nice state to where it can be easily transferred from game to game without much issue (hopefully).
With the latest update I get "There appears to be an error with the main script that's preventing it from activating. Sorry." when activating the Auto Attach in at leat H4 and ODST, testing more right now
Hello! It appears to be an error, don't know if it's my files or something, but whenever I check the box to activate te scrips I have the following error:
"There appears to be an error with the main script that's preventing it from activating. Sorry."
Whats with that
Update's out. Fixed table after update. Added extra skulls from new update. Overhauled a lot of code (even some that I brought over from my CE update).
Barring major glitches, should be at an optimal status, and can be more easily transferred to the other halo games.
For anyone curious about what got overhauled and who don't mind a technical read. I had spent a long while figuring out a way to make my lua connect more intuitively with the game, since lua is easier to read and update than assembly.
If I were to directly manipulate values from lua, the base address could change without that change being registered from lua. This can cause it to randomly crash (often between loading zones). I got around this by using a segment of game code like a middleman, where it would take the value from lua and place it where it needs to go. This was tedious to figure out, and could look very messy and ugly.
But I had been trying to make a more modular and automatic method. I did this over the course of a few games. Spartan Assault is where it was first created in 32 bit, MCC Combat Evolved is where it was made 64 bit and further improved, and ODST is where it was given the ability to have more than one attachment points.
I believe it is at a nice state to where it can be easily transferred from game to game without much issue (hopefully).
Hello, I found an error saying "There appears to be an error with the main script that's preventing it from activating. Sorry." Please update the table for the latest version as soon as possible.