Post by BxR XmonsterX on Dec 24, 2006 6:47:39 GMT -5
28.Gravity Gun!:
OK you will need dot halo open dotahlo then open up the map you would like to use i will use coaugulation for this example and the sniper rifle, now the first step is open jpt! tag because we dont want the sniper rifle to kill anyone so we are going to decrease damage on it to zero, now open up Sniper_Rifle_Bullet and you will see,
Minimum Damage 45
Damage [min] 45
Damage [max] 45
Now change all these to a value of ZERO.
Next you will see the tag
Force 0.25 now change this to around 25 or 30 or anywhere you want depending on how far u wanna push s*** 400 will destroy any vehicle from spinning it so much and kill your friends from hitting barrier so hard most likely.
Next, We will make it so it can reach your friends from across the map so you can push them away from anywhere
Open [Proj] tag and you will see some tags called
Projectile Life Distance 120
Life Span 120
put a zero on each of these so it will reach from anywhere
NOW finally we are goin to Increase the speed at which your projectile reaches the target, For this i will make it increadibly fast but you could make it slow or anywhere in between if you'd like.
You will see two tags labeled,
Initial projectile Speed 1200
Final Projectile Speed 1200
I would only up this to around 3500 so it will be across the map in a matter of half a second lol. Now your done just resign the map and Hex Edit the Sig the 1337 way or im sure most of you have a map resigner these days since its common knowledge where to get them at
29.Invinsiblity!:
First, open up dot halo. Then open up the map you want to be invincible on. Click on the hlmt tag. Then click on the character that you want to be invincible (that also means everyone that is that character will also be invincible). Then click in the tag editor invulnerable yes. Save changes and your character is now invincible!
30.Jackal Shield in Multiplayer!:
Step 1 -Open Maps
First, open Insolence. Within Insolence, open the multiplayer map which you would like to add the weapon to and any single player map which contains the jackal_shield.weap tag. For this tutorial, I'm going to move the jackal shield from 05a_deltaapproach.map into turf.map.
Step 2-Drag & Drop
In the 05a_deltaapproach.map window, locate the jackal_shield.weap. Left click it once to select it, then left click again and Drag&Drop the tag into turf.map.
Step 3-MoveBox
A small status box will pop up to give you information about what the program is doing while you wait. The longest part is usually "Relinkng" and it may seem like it froze.. it didn't, it just has to do a lot of file reading & writing at this point, so let it be. When the move is done, this box will go away.
Step 4-Update the FP Model Dependencies
Once the tag is in the multiplayer map (turf in this example), locate the jackal_shield.weap again. This time, Double Click the tag to open it for editing. Use the IFP Plugin in Dev Mode to make sure that both chunks of the FP Model reflexive contains a FP model and an animation. For the reflexive, chunk 0 should be Masterchief's FP Model & Animations, and chunk 1 should be the FP Model and Animations for an Elite. In chunk 0 it should be all filled out so leave it alone in this case. In chunk 1 it is Nulled Out so you got to change it. For the Model (mode) put objects\weapons\melee\jackal_shield\fp_jackal_shield\fp_jackal_shield and for the Animation (jmad) put objects\characters\dervish\fp\weapons\pistol\fp_plasma_pistol\fp_plasma_pistol. Yes Plasma Pistol, Trust me it will work, u will have a FP Jackal Shield and you will see it on the ground as a Jackal Shield
Step 5-Getting the Weapon in the Game
Now the weapon has to be placed into the game play somehow. There are many ways to do this which include swapping weapon projectiles to the new weap tag, or creating a new itmc and swapping it in the scnr. The easiest way to do this is to open an [itmc] tag and change the dependency to the new jackal_shield.weap. I will swap it with the shotgun. Locate and Open the shotgun.itmc tag with an IFP plugin. Change the dependency to the new weap tag. Now all the shotguns in the game will be changed to jackal shield's.
Step 6-Fix Encryption
Once the FP Models are fixed, and the item is in the game somewhere, all you have to do is select "Fix Map Encryption" from the Map Options menu, close the map, close Insolence, FTP it up to the xbox, and enjoy your jackal shield.
31.Arbiter in Multiplayer!:
Step 1- Open Maps
First, open Insolence. Now, open the multiplayer map in which would like to play as the Arbiter. Also open any campaign map in which you play as the Arbiter. For this tutorial I will use beavercreek.map and 08b_deltacontrol.map.
Step 2- Drag & Drop
To bring the Arbiter into the multiplayer map, there are three different things that we're going to need to drag over: the object properties, the first person legs, and the first person arms. For each one, left click it once to select it, then left click again and drag & drop the tag into beavercreek.map. It will add each recursively, The following are the paths for the three tags:
objects\characters\dervish\dervish.hlmt
objects\characters\dervish\fp\fp.mode
objects\characters\dervish\fp_body\fp_body.mode
Step 3- MoveBox
Each time you drag & drop a tag, a small status box will pop up to give you information about what the program is doing while you wait. The longest part is usually "Relinking" and it may seem like it froze.. it didn't, it just has to do a lot of file reading & writing at this point, so let it be. When the move is done, this box will go away.
Step 4- Swap Elite's Object Properties
Once all of the tags are in you multiplayer map, you do not need the campaign map anymore. Locate the elite_mp.bipd tag in your MP map, and this time double click the tag to open it. It should open with the IFP plugin to edit it. Under "Show" click on "visible dependencies". Find the Object Properties (hlmt) dependency, it should be on the top. Double click on its ID box and bring up the drop box. Scroll to the very bottom of the drop box and select "objects\characters\dervish\dervish". Click somewhere in the empty area of the plugin to finalize the change. Close the elite_mp.bipd tag.
Step 5- Fixing Stuff
At the time I'm writing this, Insolence does not support sound. Open the Arbiter's object properties tag (objects\characters\dervish\dervish.hlmt) with the IFP plugin. At the top of the plug-in area, there is a label which says "Edit Mode", click on it to switch to "Dev Mode". Then click on "all dependencies". Swap dervish's udlg dependecy for the elite's (sound\dialog\combat\elite_mp). Now your arbiter will yell when he's hurt.
The Arbiter's overshield tends to look odd. To fix this I am going to change his OS shaders to match the regular elite's. Still in the dervish.hlmt tag, go to the 3rd reflexive (Unknown2). Once in that reflexive, go to it's dependencies by clicking on "all dependencies". Make the first two shaders "objects\characters\elite\shaders\elite_plasma_shield_fp" and "objects\characters\elite\shaders\elite_plasma_shield" repectively. Make the last two shaders "objects\characters\elite\shaders\overshield_fp" and "objects\characters\elite\shaders\overshield" respectively.
Step 6- Change the Elite's FP Models
Open the global.matg tag with the IFP plug-in. It has the following path: globals/globals.matg. Switch to "Dev Mode". Under the Reflexives, click on the "Unknown" that is right underneath "Player Information" (unknown8). It will open chunk 0 under that reflexive by default. Use the combo box to select chunk 3, which is the chunk for the elite's FP models and biped. The first dependency is the FP arms model. Double click its ID and select "objects\characters\dervish\fp\fp" from the drop box. It should be near the bottom. The next dependency is the FP body (legs). Double click its ID and select "objects\characters\dervish\fp_body\fp_body". It should also be near the bottom of the list. After it is selected, click somewhere in the empty area of the plug-in to finalize the change. Close the globals.matg tag.
Step 7- Fix Encryption
Select "Fix Map Encryption" from the Map Options menu, close the map, and FTP it up to the Xbox.
32.Heritic Elite in Multiplayer!:
First, open Insolence. Now, open the multiplayer map in which you would like to play as a Heretic Elite. Also open any campaign map in which you encounter Heretic Elite (04a_gasgiant, 04b_floodlab). For this tutorial I will use burial_mounds.map and 04b_floodlab.map.
Step 2- Drag & Drop
To bring the Heretic Elite into the multiplayer map, you only need to click and drag only one thing over, and that is the biped tag.
Navigate to objects\characters\heretic\heretic, left click once to select it, and then left click again on the tag and drag and drop it into burial_mounds.map's tag-list window.
Step 3- MoveBox
Each time you drag & drop a tag, a small status box will pop up to give you information about what the program is doing while you wait. The longest part is usually "Relinking" and it may seem like it froze.. It didn't, it just has to do a lot of file reading & writing at this point, so let it be. When the move is done, the box will go away.
Step 4- Closing Unneeded Maps
Now that you have copied the tags from the single-player map to the multiplayer map, you can close the single-player map (04b_floodlab.map) as you will not be needing it anymore.
Step 5- Adjusting the Biped for Multiplayer
Now you must adapt the biped so that it works correctly and looks sexy at the same time!
Locate and open the bipd tag "heretic". On the right side of the window you should see a large table filled with doodads that seem important.
In the Value column, change the following:
1. Next to Default Team, double-click on "6.) Heretic" and change that to "1). Player"
2. Change the Grenade Velocity from 15 to 10
3. Change the Grenade Count from 0 to 4
5. Change the Jump Velocity from 3 to 3.08
6. Change the Max Hard Landing Time from 2 to 0
7. Change the Min Soft Landing Velocity from 1 to 1.5
8. Change the Min Hard Landing Velocity from 3 to 7
9. Change the Max Hard Landing Velocity from 6 to 12
10. (Optional) Change the Standing Camera Height from 0.6 to 0.62
11. (Optional) Change the Crouching Camera Height from 0.3 to 0.45
Now you've adjusted it's stats to make it more or less equal to the multiplayer Elite.
Step 6- Giving the Biped a HUD
Now you must give the biped a HUD to display the player's health. With the heretic.bipd tag still open, click on the blue "Hud Interfaces" text. Now you will see a dropdown box with the number 0 highlighted - this is what's called a chunk - and beneath it a Nulled Out nhdt Tag Type dependency. Double-click "Nulled Out", click the down arrow, and pick ui\hud\dervish for a purple HUD, or ui\hud\masterchief for a blue HUD. At the dropdown box where chunk 0 is, click the down arrow and choose chunk 1. Swap that "Nulled Out" for the same HUD type that you picked for chunk 0. Now you can close the .bipd tag by clicking the "Close Tag" button.
Step 7- Setting the Permutation
Navigate to the hlmt tag for objects\characters\heretic\heretic, and double click the tag to open it. Once it's open, click on the text that says "Edit Mode". When you click it, it should switch to "Dev Mode". What we are going to do now is set the model and sound dependencies by changing a string and all udlg dependencies to "sound\dialog\combat\elite_mp". Now you click on the blue "all dependencies" text. Change the udlg dependency from sound\dialog\combat\elite_loose to sound\dialog\combat\elite_mp. Now click the blue Variation reflexive. From there, double click the value "minor_scl", and type in or scroll to "default" (THIS IS VERY IMPORTANT!!). Now click on All Dependencies and change "sound\dialog\combat\elite_loose" to "sound\dialog\combat\elite_mp". At the dropdown box, click on the down arrow and choose the next chunk (chunk 1). Click "all dependencies" again and change the udlg dependency from "sound\dialog\combat\elite_dogmatic" to "sound\dialog\combat\elite_mp". Navigate to the next chunk (chunk 2) and click "all dependencies", and change "sound\dialog\combat\heretic_leader" to "sound\dialog\combat\elite_mp" and do the same for the next chunk (chunk 3), go to chunk 4's "all dependencies" and change "sound\dialog\combat\elite_loose" to "sound\dialog\combat\elite_mp", go to chunk 5's "all dependencies" and change "sound\dialog\combat\elite_dogmatic" to "sound\dialog\combat\elite_mp".
Step 8- Fixing the Shaders and Effects
In the far left of the plugin part of the heretic.hlmt tag, under "Show", click "all dependencies", and replace the first Nulled Out shad dependency with "objects\characters\elite\shaders\active_camo". Now under Reflexives, click Unknown 2, and then in the plugin section for Unknown 2, click "all dependencies". Change the first shad reference to "objects\characters\elite\shaders\elite_plasma_shield_fp", change "objects\characters\heretic\shaders\plasma_shield" to "objects\characters\elite\shaders\elite_plasma_shield". Change the first Nulled Out effe to "effects\objects\characters\elite\shield_damaged", change "effects\objects\characters\heretic\heretic_shield_depletion" to "effects\objects\characters\elite\elite_shield_depletion", and change the remaining nulled out effe to "effects\objects\characters\elite\shield_recharge". Change the next Nulled Out shad dependency to "objects\characters\elite\shaders\elite_overshield_fp", and change the remaining one to "objects\characters\elite\shaders\elite_overshield". Close the tag.
Step 9- Making the Heretic Elite Spawn Instead of the Regular Elite
Navigate to the matg tag "globals\globals", and open it. Switch to Dev Mode and on the left, choose Unknown 8 (right below "Player Information"). Switch to Chunk 3 and swap the bipd dependency from "objects\characters\elite\elite_mp" to "objects\characters\heretic\heretic".
Close the tag.
Step 10- Fix Encryption
Select "Fix Map Encryption" from the Map Options menu, close the map, close Insolence and FTP it up to the Xbox.
33.Shadow in multiplayer:
Step 1- Open Maps
First, open Insolence. Now, open the multiplayer map in which would like use the Shadow. Also open any campaign map in which contains the Shadow. For this tutorial I will use coagulation.map and 03a_oldmombassa.map.
Step 2- Drag & Drop
To bring the Shadow completely into the multiplayer map, there's one tag that we're going to need to drag over: objects\vehicles\creep\creep.vehi. Left click it once to select it, then left click again and drag & drop the tag into coagulation.map. It will add it recursively.
Step 3- MoveBox
Each time you drag & drop a tag, a small status box will pop up to give you information about what the program is doing while you wait. The longest part is usually "Relinking" and it may seem like it froze.. it didn't, it just has to do a lot of file reading & writing at this point, so let it be. When the move is done, this box will go away. You can now close your campaign map.
Step 4- Fix the Seats
As this vehicle was made for campaign and only meant to be driven by non-playable characters, you're going to need to edit it to make it work for you in multiplayer. I'm going to walk you through fixing the driver seat and the turret. Double click the creep's vehicle tag that you just added to open it up with its IFP. Switch to "Dev Mode" and click on the "unknown11" reflexive. The first chunk (#0) is the driver seat. Change it's first string ID to "warthog_d". Go to the second chunk (#1), the gunner. Change it's first string ID to "warthog_g". This is necessary because the MC and the MP elite don't have the animations for using the turret or driving the Shadow, but they do for the spectre.
At the top of the plugin area, click on "Change Plugin" and switch to the XML vehicle plugin. Go to the "Seats" reflexive. Change the "Disable Seat" flag to "False". Go to chunk 2 (#1). Change the "Turret Seat" flag to "True". You can now close the creep.vehi tag.
Step 5- Place the Shadow
There are a number of ways to place the Shadow on the map. I am going to replace the wraith with it through Multiplayer Globals (multiplayer\multiplayer_globals.mulg). Open it with the IFP and switch to "Dev Mode". Select the second unknown reflexive (unknown2). Now select its second unknown reflexive (unknown2). Go to the forth chunk (#3) and change its only dependency's ID to "objects\vehicles\creep\creep". You can now close the multiplayer_globals.mulg tag.
Step 6- Fix Encryption
Select "Fix Map Encryption" from the Map Options menu, close the map, and FTP it up to the Xbox.
34.Flying gauss cannon!:
Ok I will be doing this in dothalo. I will be making the gauss cannon flyable and make it get shot from a pp. This tut will also make the gauss so it has NO banchee parts or sounds.
Open up the map you want it on(I will be using containment) and go to the [vehi] tag and click on the banchee. Highlight and copy the "meta offset" at the top.
Now, go down and click on the gauss and at the top paste the banchee's "meta offset" in the place of the gauss'.
Now, go to the dependencies window for the gauss. Change the hlmt from banchee to gauss.
And click save changes.
Now at this point the gauss is fully flyable, but how do you get it Well that's what the next part of the tut is. Those of you experienced enough that know how to change the projectile of the pp or rocket to the gauss can skip this part, you are done , but please read my last comment, you may be able to help
Ok I am going to make the normal plasma bolt shoot the gauss turret so you can get to fly it .
Go to the [weap] tag, and go down to the plasma pistol. Go to the pp's dependencies window and click the plasma bolt projectile. Go up and change the tag to [vehi] and in the dependencies drop down scroll down to gauss.
35.Landfill!:
For those of you that don/t know the landfill room is a big white room with single player char models and vehicals in it here is an easy way to get it.
ftp to your xbox and pick a map(ill use midship.map as n example) delete it then rename single player shared.map to midship.map and walla you have the landfill room
Changing Player Spawns!:
Here we go, how to change player spawns. In this tutorial I will show how to change all player spawns on a map to another location. I will also tell you how to change individual spawns. Anyways, on with the tut.
Things you'll need:
PlayerSpawn by GlitchyGuardian
Map resigner
DotHalo
Everything you need is available in Antman's modding tools. So first, fire up CordFinder. Go to file->load map view. Now navigate to where the modding tools are installed, and then go to the CordFinder folder, then "contentmaps." For this tutorial, we are going to be changing the spawn points of Elongation, so click that one and open it.
You should now be presented with a screen like this:
Now, click "Zoom In" once or twice to get a bit of a better view. We are now going to get the X and Y coordinates for a spot outside of the map. So mouse over the spot where you want your player to spawn. Keep in mind that we are not changing the height of the spawn, so somewhere in the black space is preferred. Ok, so double click where you want to spawn and the X and Y coordinates should freeze.
The X and Y coordinates are displayed in the red circle above. I suggest copying them to notepad as they appear for safe keeping. Now that you have your spawn coordinates, you'll need to replace the old spawns with your new ones.
Open up PlayerSpawns by GlitchyGuardian now. Open your Elongation.map that your
If you click the drop down menu near "small view" you will scroll down to see 79 different numbers. These are the spawn points, thus there are 79 different spawns on this map. Now, to save time we are going to make every spawn point on the map our new outside the map point. To do this, we are going to need to make spawns 0-79 our new spawn. To do this, make sure the Change Values says from 0 to 79, and
Now there is one more thing. We need the Z coordinate (the height). So, we need to go into DotHalo and find an existing height of a spawn and use that as ours. Open Elongation in DotHalo. Navigate to the SCNR tag and go to the tag editor. Scroll down until you see "player spawn." Click on the drop down menu and choose spawn 0. You should now see the coordinates of spawn 0.
Now we need the Z coordinate, so copy that. And paste it into the Z field of PlayerSpawn.
Click "Change Range" on PlayerSpawn. Now click "Save Map." A message should come up telling you of it's success.
Now you just need to resign the map with a resigner, fire it up and enjoy spawning outside of Elongation!
37.Spawn with battle rifle, no one else!:
Only works with duel wield anything
Ok first open dothalo
Then open your map in the map editor
then goto tags
then
go to the weapon tag and click on objects\weapon\rifle\battlerifle
then go to tag editor and check equip to left arm only
then do back to tag and goto itmc item collection click on multiplayer\singleweapons\smg
then goto dependencies goto weapon tag and goto battle rifle. click save changes
then do the same with battle rifle to smg
then fix encyption then close map
38.Rocket=NUKE!:
STEP 1 open dothalo and the map you want
STEP 2 go to the proj tab select rockets
STEP 3 go to the tag editor DAMMAGE EFFECT DISTANCE change that to like 1E + 100000 the more you put the bigger the explosion
STEP 4 You are done for unless you want ot make slow moving so you can get out of the way Change the initial projectile speed 1 and the final projectile speed to 1
OK you will need dot halo open dotahlo then open up the map you would like to use i will use coaugulation for this example and the sniper rifle, now the first step is open jpt! tag because we dont want the sniper rifle to kill anyone so we are going to decrease damage on it to zero, now open up Sniper_Rifle_Bullet and you will see,
Minimum Damage 45
Damage [min] 45
Damage [max] 45
Now change all these to a value of ZERO.
Next you will see the tag
Force 0.25 now change this to around 25 or 30 or anywhere you want depending on how far u wanna push s*** 400 will destroy any vehicle from spinning it so much and kill your friends from hitting barrier so hard most likely.
Next, We will make it so it can reach your friends from across the map so you can push them away from anywhere
Open [Proj] tag and you will see some tags called
Projectile Life Distance 120
Life Span 120
put a zero on each of these so it will reach from anywhere
NOW finally we are goin to Increase the speed at which your projectile reaches the target, For this i will make it increadibly fast but you could make it slow or anywhere in between if you'd like.
You will see two tags labeled,
Initial projectile Speed 1200
Final Projectile Speed 1200
I would only up this to around 3500 so it will be across the map in a matter of half a second lol. Now your done just resign the map and Hex Edit the Sig the 1337 way or im sure most of you have a map resigner these days since its common knowledge where to get them at
29.Invinsiblity!:
First, open up dot halo. Then open up the map you want to be invincible on. Click on the hlmt tag. Then click on the character that you want to be invincible (that also means everyone that is that character will also be invincible). Then click in the tag editor invulnerable yes. Save changes and your character is now invincible!
30.Jackal Shield in Multiplayer!:
Step 1 -Open Maps
First, open Insolence. Within Insolence, open the multiplayer map which you would like to add the weapon to and any single player map which contains the jackal_shield.weap tag. For this tutorial, I'm going to move the jackal shield from 05a_deltaapproach.map into turf.map.
Step 2-Drag & Drop
In the 05a_deltaapproach.map window, locate the jackal_shield.weap. Left click it once to select it, then left click again and Drag&Drop the tag into turf.map.
Step 3-MoveBox
A small status box will pop up to give you information about what the program is doing while you wait. The longest part is usually "Relinkng" and it may seem like it froze.. it didn't, it just has to do a lot of file reading & writing at this point, so let it be. When the move is done, this box will go away.
Step 4-Update the FP Model Dependencies
Once the tag is in the multiplayer map (turf in this example), locate the jackal_shield.weap again. This time, Double Click the tag to open it for editing. Use the IFP Plugin in Dev Mode to make sure that both chunks of the FP Model reflexive contains a FP model and an animation. For the reflexive, chunk 0 should be Masterchief's FP Model & Animations, and chunk 1 should be the FP Model and Animations for an Elite. In chunk 0 it should be all filled out so leave it alone in this case. In chunk 1 it is Nulled Out so you got to change it. For the Model (mode) put objects\weapons\melee\jackal_shield\fp_jackal_shield\fp_jackal_shield and for the Animation (jmad) put objects\characters\dervish\fp\weapons\pistol\fp_plasma_pistol\fp_plasma_pistol. Yes Plasma Pistol, Trust me it will work, u will have a FP Jackal Shield and you will see it on the ground as a Jackal Shield
Step 5-Getting the Weapon in the Game
Now the weapon has to be placed into the game play somehow. There are many ways to do this which include swapping weapon projectiles to the new weap tag, or creating a new itmc and swapping it in the scnr. The easiest way to do this is to open an [itmc] tag and change the dependency to the new jackal_shield.weap. I will swap it with the shotgun. Locate and Open the shotgun.itmc tag with an IFP plugin. Change the dependency to the new weap tag. Now all the shotguns in the game will be changed to jackal shield's.
Step 6-Fix Encryption
Once the FP Models are fixed, and the item is in the game somewhere, all you have to do is select "Fix Map Encryption" from the Map Options menu, close the map, close Insolence, FTP it up to the xbox, and enjoy your jackal shield.
31.Arbiter in Multiplayer!:
Step 1- Open Maps
First, open Insolence. Now, open the multiplayer map in which would like to play as the Arbiter. Also open any campaign map in which you play as the Arbiter. For this tutorial I will use beavercreek.map and 08b_deltacontrol.map.
Step 2- Drag & Drop
To bring the Arbiter into the multiplayer map, there are three different things that we're going to need to drag over: the object properties, the first person legs, and the first person arms. For each one, left click it once to select it, then left click again and drag & drop the tag into beavercreek.map. It will add each recursively, The following are the paths for the three tags:
objects\characters\dervish\dervish.hlmt
objects\characters\dervish\fp\fp.mode
objects\characters\dervish\fp_body\fp_body.mode
Step 3- MoveBox
Each time you drag & drop a tag, a small status box will pop up to give you information about what the program is doing while you wait. The longest part is usually "Relinking" and it may seem like it froze.. it didn't, it just has to do a lot of file reading & writing at this point, so let it be. When the move is done, this box will go away.
Step 4- Swap Elite's Object Properties
Once all of the tags are in you multiplayer map, you do not need the campaign map anymore. Locate the elite_mp.bipd tag in your MP map, and this time double click the tag to open it. It should open with the IFP plugin to edit it. Under "Show" click on "visible dependencies". Find the Object Properties (hlmt) dependency, it should be on the top. Double click on its ID box and bring up the drop box. Scroll to the very bottom of the drop box and select "objects\characters\dervish\dervish". Click somewhere in the empty area of the plugin to finalize the change. Close the elite_mp.bipd tag.
Step 5- Fixing Stuff
At the time I'm writing this, Insolence does not support sound. Open the Arbiter's object properties tag (objects\characters\dervish\dervish.hlmt) with the IFP plugin. At the top of the plug-in area, there is a label which says "Edit Mode", click on it to switch to "Dev Mode". Then click on "all dependencies". Swap dervish's udlg dependecy for the elite's (sound\dialog\combat\elite_mp). Now your arbiter will yell when he's hurt.
The Arbiter's overshield tends to look odd. To fix this I am going to change his OS shaders to match the regular elite's. Still in the dervish.hlmt tag, go to the 3rd reflexive (Unknown2). Once in that reflexive, go to it's dependencies by clicking on "all dependencies". Make the first two shaders "objects\characters\elite\shaders\elite_plasma_shield_fp" and "objects\characters\elite\shaders\elite_plasma_shield" repectively. Make the last two shaders "objects\characters\elite\shaders\overshield_fp" and "objects\characters\elite\shaders\overshield" respectively.
Step 6- Change the Elite's FP Models
Open the global.matg tag with the IFP plug-in. It has the following path: globals/globals.matg. Switch to "Dev Mode". Under the Reflexives, click on the "Unknown" that is right underneath "Player Information" (unknown8). It will open chunk 0 under that reflexive by default. Use the combo box to select chunk 3, which is the chunk for the elite's FP models and biped. The first dependency is the FP arms model. Double click its ID and select "objects\characters\dervish\fp\fp" from the drop box. It should be near the bottom. The next dependency is the FP body (legs). Double click its ID and select "objects\characters\dervish\fp_body\fp_body". It should also be near the bottom of the list. After it is selected, click somewhere in the empty area of the plug-in to finalize the change. Close the globals.matg tag.
Step 7- Fix Encryption
Select "Fix Map Encryption" from the Map Options menu, close the map, and FTP it up to the Xbox.
32.Heritic Elite in Multiplayer!:
First, open Insolence. Now, open the multiplayer map in which you would like to play as a Heretic Elite. Also open any campaign map in which you encounter Heretic Elite (04a_gasgiant, 04b_floodlab). For this tutorial I will use burial_mounds.map and 04b_floodlab.map.
Step 2- Drag & Drop
To bring the Heretic Elite into the multiplayer map, you only need to click and drag only one thing over, and that is the biped tag.
Navigate to objects\characters\heretic\heretic, left click once to select it, and then left click again on the tag and drag and drop it into burial_mounds.map's tag-list window.
Step 3- MoveBox
Each time you drag & drop a tag, a small status box will pop up to give you information about what the program is doing while you wait. The longest part is usually "Relinking" and it may seem like it froze.. It didn't, it just has to do a lot of file reading & writing at this point, so let it be. When the move is done, the box will go away.
Step 4- Closing Unneeded Maps
Now that you have copied the tags from the single-player map to the multiplayer map, you can close the single-player map (04b_floodlab.map) as you will not be needing it anymore.
Step 5- Adjusting the Biped for Multiplayer
Now you must adapt the biped so that it works correctly and looks sexy at the same time!
Locate and open the bipd tag "heretic". On the right side of the window you should see a large table filled with doodads that seem important.
In the Value column, change the following:
1. Next to Default Team, double-click on "6.) Heretic" and change that to "1). Player"
2. Change the Grenade Velocity from 15 to 10
3. Change the Grenade Count from 0 to 4
5. Change the Jump Velocity from 3 to 3.08
6. Change the Max Hard Landing Time from 2 to 0
7. Change the Min Soft Landing Velocity from 1 to 1.5
8. Change the Min Hard Landing Velocity from 3 to 7
9. Change the Max Hard Landing Velocity from 6 to 12
10. (Optional) Change the Standing Camera Height from 0.6 to 0.62
11. (Optional) Change the Crouching Camera Height from 0.3 to 0.45
Now you've adjusted it's stats to make it more or less equal to the multiplayer Elite.
Step 6- Giving the Biped a HUD
Now you must give the biped a HUD to display the player's health. With the heretic.bipd tag still open, click on the blue "Hud Interfaces" text. Now you will see a dropdown box with the number 0 highlighted - this is what's called a chunk - and beneath it a Nulled Out nhdt Tag Type dependency. Double-click "Nulled Out", click the down arrow, and pick ui\hud\dervish for a purple HUD, or ui\hud\masterchief for a blue HUD. At the dropdown box where chunk 0 is, click the down arrow and choose chunk 1. Swap that "Nulled Out" for the same HUD type that you picked for chunk 0. Now you can close the .bipd tag by clicking the "Close Tag" button.
Step 7- Setting the Permutation
Navigate to the hlmt tag for objects\characters\heretic\heretic, and double click the tag to open it. Once it's open, click on the text that says "Edit Mode". When you click it, it should switch to "Dev Mode". What we are going to do now is set the model and sound dependencies by changing a string and all udlg dependencies to "sound\dialog\combat\elite_mp". Now you click on the blue "all dependencies" text. Change the udlg dependency from sound\dialog\combat\elite_loose to sound\dialog\combat\elite_mp. Now click the blue Variation reflexive. From there, double click the value "minor_scl", and type in or scroll to "default" (THIS IS VERY IMPORTANT!!). Now click on All Dependencies and change "sound\dialog\combat\elite_loose" to "sound\dialog\combat\elite_mp". At the dropdown box, click on the down arrow and choose the next chunk (chunk 1). Click "all dependencies" again and change the udlg dependency from "sound\dialog\combat\elite_dogmatic" to "sound\dialog\combat\elite_mp". Navigate to the next chunk (chunk 2) and click "all dependencies", and change "sound\dialog\combat\heretic_leader" to "sound\dialog\combat\elite_mp" and do the same for the next chunk (chunk 3), go to chunk 4's "all dependencies" and change "sound\dialog\combat\elite_loose" to "sound\dialog\combat\elite_mp", go to chunk 5's "all dependencies" and change "sound\dialog\combat\elite_dogmatic" to "sound\dialog\combat\elite_mp".
Step 8- Fixing the Shaders and Effects
In the far left of the plugin part of the heretic.hlmt tag, under "Show", click "all dependencies", and replace the first Nulled Out shad dependency with "objects\characters\elite\shaders\active_camo". Now under Reflexives, click Unknown 2, and then in the plugin section for Unknown 2, click "all dependencies". Change the first shad reference to "objects\characters\elite\shaders\elite_plasma_shield_fp", change "objects\characters\heretic\shaders\plasma_shield" to "objects\characters\elite\shaders\elite_plasma_shield". Change the first Nulled Out effe to "effects\objects\characters\elite\shield_damaged", change "effects\objects\characters\heretic\heretic_shield_depletion" to "effects\objects\characters\elite\elite_shield_depletion", and change the remaining nulled out effe to "effects\objects\characters\elite\shield_recharge". Change the next Nulled Out shad dependency to "objects\characters\elite\shaders\elite_overshield_fp", and change the remaining one to "objects\characters\elite\shaders\elite_overshield". Close the tag.
Step 9- Making the Heretic Elite Spawn Instead of the Regular Elite
Navigate to the matg tag "globals\globals", and open it. Switch to Dev Mode and on the left, choose Unknown 8 (right below "Player Information"). Switch to Chunk 3 and swap the bipd dependency from "objects\characters\elite\elite_mp" to "objects\characters\heretic\heretic".
Close the tag.
Step 10- Fix Encryption
Select "Fix Map Encryption" from the Map Options menu, close the map, close Insolence and FTP it up to the Xbox.
33.Shadow in multiplayer:
Step 1- Open Maps
First, open Insolence. Now, open the multiplayer map in which would like use the Shadow. Also open any campaign map in which contains the Shadow. For this tutorial I will use coagulation.map and 03a_oldmombassa.map.
Step 2- Drag & Drop
To bring the Shadow completely into the multiplayer map, there's one tag that we're going to need to drag over: objects\vehicles\creep\creep.vehi. Left click it once to select it, then left click again and drag & drop the tag into coagulation.map. It will add it recursively.
Step 3- MoveBox
Each time you drag & drop a tag, a small status box will pop up to give you information about what the program is doing while you wait. The longest part is usually "Relinking" and it may seem like it froze.. it didn't, it just has to do a lot of file reading & writing at this point, so let it be. When the move is done, this box will go away. You can now close your campaign map.
Step 4- Fix the Seats
As this vehicle was made for campaign and only meant to be driven by non-playable characters, you're going to need to edit it to make it work for you in multiplayer. I'm going to walk you through fixing the driver seat and the turret. Double click the creep's vehicle tag that you just added to open it up with its IFP. Switch to "Dev Mode" and click on the "unknown11" reflexive. The first chunk (#0) is the driver seat. Change it's first string ID to "warthog_d". Go to the second chunk (#1), the gunner. Change it's first string ID to "warthog_g". This is necessary because the MC and the MP elite don't have the animations for using the turret or driving the Shadow, but they do for the spectre.
At the top of the plugin area, click on "Change Plugin" and switch to the XML vehicle plugin. Go to the "Seats" reflexive. Change the "Disable Seat" flag to "False". Go to chunk 2 (#1). Change the "Turret Seat" flag to "True". You can now close the creep.vehi tag.
Step 5- Place the Shadow
There are a number of ways to place the Shadow on the map. I am going to replace the wraith with it through Multiplayer Globals (multiplayer\multiplayer_globals.mulg). Open it with the IFP and switch to "Dev Mode". Select the second unknown reflexive (unknown2). Now select its second unknown reflexive (unknown2). Go to the forth chunk (#3) and change its only dependency's ID to "objects\vehicles\creep\creep". You can now close the multiplayer_globals.mulg tag.
Step 6- Fix Encryption
Select "Fix Map Encryption" from the Map Options menu, close the map, and FTP it up to the Xbox.
34.Flying gauss cannon!:
Ok I will be doing this in dothalo. I will be making the gauss cannon flyable and make it get shot from a pp. This tut will also make the gauss so it has NO banchee parts or sounds.
Open up the map you want it on(I will be using containment) and go to the [vehi] tag and click on the banchee. Highlight and copy the "meta offset" at the top.
Now, go down and click on the gauss and at the top paste the banchee's "meta offset" in the place of the gauss'.
Now, go to the dependencies window for the gauss. Change the hlmt from banchee to gauss.
And click save changes.
Now at this point the gauss is fully flyable, but how do you get it Well that's what the next part of the tut is. Those of you experienced enough that know how to change the projectile of the pp or rocket to the gauss can skip this part, you are done , but please read my last comment, you may be able to help
Ok I am going to make the normal plasma bolt shoot the gauss turret so you can get to fly it .
Go to the [weap] tag, and go down to the plasma pistol. Go to the pp's dependencies window and click the plasma bolt projectile. Go up and change the tag to [vehi] and in the dependencies drop down scroll down to gauss.
35.Landfill!:
For those of you that don/t know the landfill room is a big white room with single player char models and vehicals in it here is an easy way to get it.
ftp to your xbox and pick a map(ill use midship.map as n example) delete it then rename single player shared.map to midship.map and walla you have the landfill room
Changing Player Spawns!:
Here we go, how to change player spawns. In this tutorial I will show how to change all player spawns on a map to another location. I will also tell you how to change individual spawns. Anyways, on with the tut.
Things you'll need:
PlayerSpawn by GlitchyGuardian
Map resigner
DotHalo
Everything you need is available in Antman's modding tools. So first, fire up CordFinder. Go to file->load map view. Now navigate to where the modding tools are installed, and then go to the CordFinder folder, then "contentmaps." For this tutorial, we are going to be changing the spawn points of Elongation, so click that one and open it.
You should now be presented with a screen like this:
Now, click "Zoom In" once or twice to get a bit of a better view. We are now going to get the X and Y coordinates for a spot outside of the map. So mouse over the spot where you want your player to spawn. Keep in mind that we are not changing the height of the spawn, so somewhere in the black space is preferred. Ok, so double click where you want to spawn and the X and Y coordinates should freeze.
The X and Y coordinates are displayed in the red circle above. I suggest copying them to notepad as they appear for safe keeping. Now that you have your spawn coordinates, you'll need to replace the old spawns with your new ones.
Open up PlayerSpawns by GlitchyGuardian now. Open your Elongation.map that your
If you click the drop down menu near "small view" you will scroll down to see 79 different numbers. These are the spawn points, thus there are 79 different spawns on this map. Now, to save time we are going to make every spawn point on the map our new outside the map point. To do this, we are going to need to make spawns 0-79 our new spawn. To do this, make sure the Change Values says from 0 to 79, and
Now there is one more thing. We need the Z coordinate (the height). So, we need to go into DotHalo and find an existing height of a spawn and use that as ours. Open Elongation in DotHalo. Navigate to the SCNR tag and go to the tag editor. Scroll down until you see "player spawn." Click on the drop down menu and choose spawn 0. You should now see the coordinates of spawn 0.
Now we need the Z coordinate, so copy that. And paste it into the Z field of PlayerSpawn.
Click "Change Range" on PlayerSpawn. Now click "Save Map." A message should come up telling you of it's success.
Now you just need to resign the map with a resigner, fire it up and enjoy spawning outside of Elongation!
37.Spawn with battle rifle, no one else!:
Only works with duel wield anything
Ok first open dothalo
Then open your map in the map editor
then goto tags
then
go to the weapon tag and click on objects\weapon\rifle\battlerifle
then go to tag editor and check equip to left arm only
then do back to tag and goto itmc item collection click on multiplayer\singleweapons\smg
then goto dependencies goto weapon tag and goto battle rifle. click save changes
then do the same with battle rifle to smg
then fix encyption then close map
38.Rocket=NUKE!:
STEP 1 open dothalo and the map you want
STEP 2 go to the proj tab select rockets
STEP 3 go to the tag editor DAMMAGE EFFECT DISTANCE change that to like 1E + 100000 the more you put the bigger the explosion
STEP 4 You are done for unless you want ot make slow moving so you can get out of the way Change the initial projectile speed 1 and the final projectile speed to 1