v0.1.3 - Vehicles
FIXED IN v0.1.4 — please use that release instead.
Loading into a checkpoint that starts you in a vehicle left the controls in menu mode, and you had to reach for a keyboard to get out.
## What Changed
Vehicles are playable. Halo ties the vehicle chase camera to where you're aiming, so with motion-controller aim the camera swung around with your hand every time you moved it — enough to make driving unusable. Now, whenever the game takes your first-person weapon away — any vehicle seat, and cutscenes too — the mod steps back and your controllers behave like a gamepad: right stick aims and swings the camera, left stick drives. Your head still looks around freely. When you get out, motion aim comes straight back, calibration intact.
- Hard brake on either grip. Squeeze either controller's grip while you're in a vehicle to hard brake. The quick-turn handbrake is unchanged — that's still the left trigger, exactly as the game does it.
Controls in vehicles and turrets
Getting into any vehicle seat or mounted turret switches the mod to classic gamepad controls, and motion aim steps aside until you get out. Your head still looks around freely, and motion aim comes back on its own — calibration intact — the moment you're back on foot.
| Input | Action |
|---|---|
| Right stick | Aim and swing the camera (the game's own vehicle look) |
| Left stick | Drive — throttle and steering |
| Either grip | Hard brake |
| Right A | Hard brake (the game's own binding — grip does the same thing) |
| Left trigger (hold) | Handbrake — the sharp, quick turn |
| Right trigger | Fire |
| Head | Free look, as always |
Motion aim, snap turn and the VR-specific button remaps all stand down while you're seated, so every other button does exactly what the game's normal gamepad layout does. Your on-foot controls are unchanged — they're in the README.
Vehicle behaviour is tunable in halo_vr.cfg (stickmode, stickforce, stickon/stickoff, brake, brakemode) and, like the rest of that file, changes apply while you play.
Install
- Install UEVR nightly-01138 and run
UEVRInjector.exeonce so it creates its folders. Older builds will not render this game. - Download
HaloCampaignEvolved.zipbelow. - In the UEVR frontend, click Import Config and select the zip.
- Launch the game flat and wait at the main menu.
- Select
HaloCampaignEvolvedand click Inject.
Inject at the main menu only — mid-mission injection tends to hang or render badly.
Full instructions, the control layout and the calibration guide are in the
README.
Update
Download HaloCampaignEvolved.zip below and use Import Config in the UEVR frontend, exactly as you would for a fresh install. It merges into your existing profile, so there's nothing to delete or uninstall first.
Your calibration is safe — it lives in its own file that the download doesn't contain, so importing leaves it untouched.
If you've hand-edited halo_vr.cfg — snap turn angle, aim tuning, anything — importing replaces that file, so note what you want to keep and paste it back afterwards. It's re-read while you play, so you don't need to restart to put your settings back.
Requires UEVR nightly-01138. Older builds render this game's scene black.
Known behaviour
The mod works out that you're seated by noticing your first-person weapon is gone, which is also true during cutscenes — so the sticks fall back to gamepad control there as well, and a grip squeeze counts as a button press. If a vehicle seat is ever missed, set stickforce=1 in halo_vr.cfg to force gamepad control on, and 0 to go back to automatic — it takes effect without restarting.
Please open an issue if you find a seat that isn't detected, or a vehicle where the controls feel wrong.
SHA-256 of HaloCampaignEvolved.zip, computed by CI from the exact file attached above:
92B687298E132891E38637B89FA780CB613FE589047179519F080FFF66CEA5B2
A local build will hash differently and that is expected — verify against this value.
Full Changelog: v0.1.2...v0.1.3