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MJOLNIR Code Mods mods-v0.16.0
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Host game settings, MAX PLAYERS, and a round clock
The host sets the rules in the lobby (score to win, time limit, respawn, shields, camo and more) and picks MAX PLAYERS, 2 to 16. The HUD shows a round clock.
Needs the CE runtime pack 1.2.0, which carries the new lobby screens.
Added
- GAME SETTINGS (MJOLNIRLobby 0.8.0). The host's lobby has a new screen
with Halo CE's game type options as rows of< value >: kills or captures
to win, time limit, respawn time, suicide penalty, shields, invisible
players, and grenades and powerups on the map. Only options seen working in
game are offered. Changes are saved, shown on the lobby card for everyone,
and sent to the fireteam with the lobby. A player who joins a match under
way from FIND GAMES gets them from the hub listing, so they play by the
host's rules too. - MAX PLAYERS (MJOLNIRLobby 0.8.0). A
- number +row under
PRIVATE/PUBLIC GAME sets the lobby size, from 2 to 16. The FIRETEAM panel
and the hub listing follow it, and the choice is kept for the next lobby. - Round clock (MJOLNIRHud 0.5.0). With a time limit set, the time left
counts down under TO WIN, and the score to win follows the host's setting. - The host's rules on every machine (MJOLNIRLevelLoader 0.3.0). Each
player's level loader writes the host's settings into its copy of the game
type before the match starts. - Rounds end on time. The Slayer and CTF game types now end the round
when its time limit runs out. The engine counted the clock down but never
stopped the round.
Changed
- The lobby menu is tighter, so its nine rows clear the footer.
Fixed
- Lobby updates are no longer lost when the host clicks quickly. PlayFab
throttles lobby updates and dropped all but the first of a burst of size
changes while reporting success. The lobby now gets the last value 1.5 s
after the host stops, and resends it until it holds.
The signed set of UE4SS script mods. Every artifact's hash is in
manifest.json, and manifest.json.sig is its Ed25519 signature
over the manifest — verify with keys/mod-signing.pub from this
repository. The launcher does this automatically and installs
nothing that fails verification.
Script mods ship only from this repository's reviewed pull
requests — see docs/contributing_code_mods.md to contribute one.