Xbox Compatible AnvilEditor

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AnvilEditor is a "forge gametype," aka a forge variant with custom scripts. This means the mod is entirely an "internal mod," so any player, PC or Xbox, can host and play the mod just like any other gametype mod. This also means it's anti-cheat and custom game browser friendly. The forge tool itself, the full documentation, as well as all the gametypes that are compatible with the tool, are in the RAR download. They are also available on Weesee I's fileshare (capital i), so Xbox players can download this content with little hassle as well.

Real Picture 1

Shrunken Skybox on Forge World: 1% scale; using AnvilEditor on Xbox One

When in forge, scripts will automatically start on all maps except Sword Base and Solitary. For those maps, you must destroy a UNSC machine gun turret to start scripts. This is also how you re-enable scripts if you disable them by destroying a plasma turret. Note that for scripts to run in forge, you MUST run the "SvE AnvilEditor" forge variant, which will appear in the forge category. Running any of the other "Anvil" gametypes will not work in forge!

Below is an overview of the mod's features, separated between forge only features, and features that are visible in custom games. For a full explanation of features, the documentation provided is your best friend. There are also a couple of Youtube videos that explain the features with footage, as linked below:



Spawner - Spawns various objects, or alters existing ones, depending on the forge label. This is not the same as in Mythic Slayer. The full list is in the documentation.

Scale - The same scale label from Mythic Slayer, but with extra options. Green team and orange team will turn the scaled up object into a shadow caster by attaching it to a warthog turret (green team) or monitor (orange team). Hill markers with the scale label turn into scale zones, which have their own set of options explained in the documentation.

Attach_Base & Attachment - Exactly the same as Mythic Slayer. Objects with the same absolute spawn sequence are attached together. More details in the documentation.

Toolbarlabel - Entirely useless. Only appears in the forge variant for ease of running scripts on the backend. Do not use this.

Bro_Spawn_Loc - Exactly the same as it is in other gametypes. Will function as bro spawn locations for gametypes that support it. Not every gametype supports this label. Race, Invasion Slayer, and Invasion use other labels for this purpose.

Object_By_Index - Grabs objects and attaches them to the base forge object based on the order it spawns into the map. Spawn sequence -100 corresponds to the first object on the map. This CAN grab forge objects as well, so be careful. Objects can be detached from the base by setting it to red team. Objects will always detach in custom games! This is to prevent map objects from being deleted in Round 2 for clients! I do plan to eventually fix this.


Toolbar Mode: A third mode alongside edit mode and player mode. In this mode, you are a monitor with weapons, and a "toolbar" of toggles in the form of killable spartans is available to you. Toggles are activated for all, unless stated otherwise. Each of the toggles is listed below:

Invincibility - Activated per-player, this makes you invincible, even to kill zones. Beware of getting assassinated while invincible!

Bro-Spawn - This enables bro spawning, allowing you to spawn on allied players or designated bro_spawn_loc objects

Scale On/Off - Toggles scaling for objects under the scale label. The toggle inversely applies to objects on the yellow team. Scaling is also disabled when scripts are disabled.

Attach Switch - Toggles whether or not objects with the attachment label are attached to their base objects (attach_base label). WARNING! Attachments may garbage collect (despawn), which may require the round to restart.

Shadow Switch - Toggles whether or not "shadow caster objects" produce shadows. Turning off shadows also enables these objects to be forgeable again.

Scale Switch - Toggles between three scaling methods. They are Refined 47x scale (the default for this mod), Legacy 33x scale (old default and used in many other gametype mods), and Rabid MM's 71x scale.

OBI-Attach - Toggles whether or not objects grabbed using the "object by index" label (mainly map objects) are attached to their bases. Only applies when the base object is on the red team. Used if the base object is obstructed by the map object and cannot be forged otherwise.

Race Switch - When enabled, a mongoose will spawn for each player in player mode, who will take control of it. They can get out if desired, and the mongoose will disappear once they enter edit mode, or the switch is toggled again.

Gametype Label Features: Certain features of gametype labels are forge-only. This mainly applies to the spawner label and object-by-index label.

Spawner - Sequences -1 and -2 are forge only. Certain waypoints on other sequences are also forge only.

Object_by_index - As mentioned above, objects will always detach in a custom game. This is not the case in forge.


When playing multiplayer in forge, clients will not see certain changes, especially in regards to map object manipulation. This is due to being unable to continually run scripts locally. Other players can see some changes if you restart the round, since you can run scripts locally for one tick at the start of each round after Round 1.

Players using keyboard and mouse will have their boost controls altered when scripts are active. They will have to hold the boost button for forge mode, THEN the boost button for vehicles, in order to boost in vehicles. Xbox players (by default) will not have this issue, due to both button bindings being the same. Naturally, this can be fixed on PC as well by binding the two boosting buttons to be the same.

Toolbar Mode may randomly activate on object death with scripts disabled. This has the potential to get the toolbar itself permanently stuck in one place. Resetting the round will fix this issue.
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