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Robbie's Insolence Tut Pack

This is a discussion about Robbie's Insolence Tut Pack within the Halo 2 Beginner Mod Tutorials section, where you will Learn the basics to Halo 2 Modding. Learn how to properly mod a map, encrypt a map, resign a map and load your modded map on the Xbox.; Robbie's Insolence Tut Pack Yes... I know that Entity is better than insolence at doing this because it moves the meta to the right part instead of at the bottom of the map. If I



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Old 06-30-2007, 12:54 PM   #1 (permalink)
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Robbie's Insolence Tut Pack

Robbie's Insolence Tut Pack
Yes... I know that Entity is better than insolence at doing this because it moves the meta to the right part instead of at the bottom of the map.
If I get the time...
I will rewrite EVERY one of these tuts.
Also, People think I just copied and pasted some of these tuts.
I didn't.
I reworded a little.
Spread out to make them more legible.
Fixed a lot of spelling errors.
Also...
If you use any of these or think they're helpful...
Please thank me.




1. Adding a new sky.
2. Adding new scenery
3. Adding weather to a map with weather
4. Arbiter in MP
5. Driveable Jetpack; Also able to shoot weapon.
6. FRG in MP -> Fuel Rod Gun
7. Gravity Throne in MP
8. Grunt in MP
9. Heretic Elite in MP
10. Hunter in MP
11. Jackal in MP
12. Jackal Shield in MP
13. ODST in MP
14. Pelican injection
15. Pike in MP
16. Scarab Gun in MP
17. Shadow in MP






1. Adding a new sky.


Step 1- Open Maps

Open Insolence.
Now open the campaign map that has the sky you want and the multiplayer map that you would like to put it in.
For this I'm going to use headlong and 04b_floodlab.

Step 2- Drag & Drop

In 04b_floodlab go to scenarios\skies\solo\alphagasgiant\gasgiant_rob.sk y.
This is that neat looking sky that looks like it is sucking you up.
Left click it to select it.
Once selected,
left click again and drag into the headlong.map window,
and from here you will see a box saying it is moving objects and re-linking them.

Step 3- Making the map use the new sky

In headlong, open scenarios\multi\headlong\headlong.scnr with its IFP.
Then click on the reflexive for Skies. Click show visible dependencys.
Replace the default headlong sky with your newly imported sky.

Step 4- Fix encryption

Click "Fix Map Signature" under Map Options. That's all.




2. Adding new scenery



Step 1- Open maps

Open the map you wish to inject your new scenery into. This tutorial will use

burial_mounds. I'm going to move a cinematic scenery item from 05a_deltaaproach.



Step 2- Drag & Drop

Open 05a_deltaaproach.map and go to "scen" in the tag list. Expand it and go to

objects\cinematics\effects\x05_building_debris\x05 _building_debris. Left click it

once to select it, then left click and hold it to drag into burial_mounds. A MoveBox

will pop up, telling you what is being moved and relinked. Wait for it to finish.



Step 3- Replace some existing scenery.


Expand "scnr" in burial_mounds.map and go to Scenery Palette Reflexive. Click the

dropdown box and go to the 5th reflexive (labeled number 4). Replace the dependency

the building debris (it will be at the bottom of the combo box) then click in the unused

plugin space to de-select and to save the change.



Step 4- Fix map signature

Go to "Fix Map Signature" under Map Options. And that's all.




3. Adding weather to a map with weather



Step 1- Open Maps

Open Insolence.
Now open the map that has the weather you want and the map that you would like to put it in.
For this tutorial I'm going to use lockout and warlock.

Step 2- Drag & Drop

In lockout go to the "weat" tag and drag and drop "scenarios\multi\lockout\lockout" into warlock
and from here you will see a box saying it is moving objects and re-linking them.

Step 3- Replacing old weather with new weather

Now we need to make warlock use the new weather.
Open up the "scnr" tag for warlock.
Open the reflexive about weather.
Go to dependencies.
Change the weather to the new one you added.
Now, In order to make the weather change,
you have to fix a dependency in the sbsp tag,
which Insolence doesn't currently support.
So open ADI, find the "weat" dependency in the sbsp tag, and change it to the new weather.

Step 4- Fix encryption

Click "Fix Map Signature" under Map Options. That's all.




4. Arbiter in MP


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_shi eld_fp" and "objects\characters\elite\shaders\elite_plasma_shi eld" repectively. Make the last two shaders "objects\characters\elite\shaders\overshield_f p" 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.



Congratulations, players that use the elite character model are now the Arbiter in your multiplayer map!




5. Driveable Jetpack


Written by Infection - Format by insolence.epgservers.net
Step 1- Open Maps
First, open Insolence. Now, open the multiplayer map in which would like use the Jetpack. Also open any campaign map in which contains the Jetpack. For this tutorial I will use lockout.map and 01b_spacestation.map.

Step 2- Drag & Drop
What we will need to drag over now is the hlmt tag of the jetpack objects\characters\elite\elite_jetpack\elite_jetpa ck . Left click it once to select it, then left click again and drag & drop the tag into lockout.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- Making it driveable
After you have moved the hlmt tag of the jetpack you now have the option to choose whatever vehicle you want to replace it with (banshee,warthog,ghost,etc) , but I will just explain to you how to make it so you can drive it and shoot it with other weapons at the same time. Go to the weap tag and click the sentinelbeam , then dependencies and swap the hlmt with the objects\characters\elite\elite_jetpack\elite_jetpa ck and null out the proj . Now go to the hlmt tag then warthog click dependencies and null out all effects! REMEMBER ONLY NULL OUT ALL EFFECTS IN WARTHOG HLMT TAG after you finished nulling out all the effects swap the coll and phmo with the ghost. , after you have finished that go to the mode tag and null out the following dependencies of the tags :

objects\vehicles\warthog\garbage\bumper\bumper
objects\vehicles\warthog\garbage\hubcap\hubcap
objects\vehicles\warthog\garbage\lb_fender\lb_fend er
objects\vehicles\warthog\garbage\lf_fender\lf_fend er
objects\vehicles\warthog\garbage\rb_fender\rb_fend er
objects\vehicles\warthog\garbage\rf_fender\rf_fend er
objects\vehicles\warthog\garbage\sailpanel\sailpan el
objects\vehicles\warthog\garbage\tire\tire
objects\vehicles\warthog\garbage\winch\winch
objects\vehicles\warthog\turrets\chaingun\chaingun
objects\vehicles\warthog\turrets\chaingun\garbage\ shield_garbage\shield_garbage
objects\vehicles\warthog\turrets\gauss\gauss
objects\vehicles\warthog\warthog

ok after you nulled out all the warthog's shaders , go to the vehi tag and click objects\vehicles\warthog\warthog
Click the tag editor(meta editor) and check the flying box , then go to the seats drop-down tab and put it on 0, now uncheck fire weapon and check enable hud so you'll have a hud.Now go back to the seat drop-down tab and put it on 1 and check disable seat then go to dependencies and swap the warthog_horn weapon with the sentinelbeam. Congrats your warthog is now a jetpack.

Step 5- Placing the Jetpack(Warthog)
Go to the itmc tag then find the shotgun , then go to dependencies and swap the shotgun weap with wartho vehi.

Step 6- Fix Encryption
Select "Fix Map Encryption" from the Map Options menu, close the map, and FTP it up to the Xbox.


Congrats! you have officially injected the jetpack.





6. FRG in MP




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 flak_cannon.weap tag.
For this tutorial, I'm going to move the flak cannon from 04a_gasgiant.map into lockout.map.


Step 2-Drag & Drop
In the 04a_gasgiant.map window, locate the flak_cannon.weap. Left click it once to select it, then Right click

and Drag&Drop the tag into lockout.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 (lockout in this example), locate the flak_cannon.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.


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 flak_cannon.weap. I like to 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

(there's only 1 in Lockout) will be changed to flak cannon'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, and FTP it up to the xbox.



Congratulations, you now have the flak cannon in Multiplayer!




7. Gravity Throne in MP


Step 1- Open Maps


First, open Insolence. Now, open the multiplayer map in which would like use the

Gravity Throne. Also open any campaign map in which contains the Gravity Throne. For

this tutorial I will use coagulation.map and 06b_floodzone.map.

Step 2- Drag & Drop


To bring the Gravity Throne completely into the multiplayer map, there's just one

tag that we're going to need to drag over: objects\vehicles\gravity_throne\

gravity_throne.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

Since 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. Double click the gravity throne'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 "ghost_d". This is necessary because the MC and the MP elite

don't have the animations for using the Gravity Throne, but they do for the ghost.

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 "Fire Weapon (H)" flag to "True".You can

now close the gravity_throne.vehi tag.



Step 5- Place the Gravity Throne

There are a number of ways to place the Gravity Throne on the map. I am going to replace

the Rocket Launcher with it. Go to "multiplayer\single_vehicles\banshee.vehc" click on it

and after, right click on it and select duplicate. Now click on "multiplayer\

single_vehicles\banshee2.vehc" and after right click on it and select rename, then write

: multiplayer\single_vehicles\throne . Double click the gravity throne's vehicle

collection tag (throne.vehc) that you just added to open it up with its IFP. Click on

the "Vehicle Permutations" reflexive, now click on "visible dependencies", you'll see

the banshee's vehi tag, replace it to the trone vehi tag (objects\vehicles\

gravity_throne\gravity_throne) click somewhere blank to save and close the tag.

Now we are going to the Coagulation scenario (scenarios\multi\halo\coagulation\coagulation.

scnr). Open it with the IFP click on "change plugin" and select swapper. Search itmc tag :

"multiplayer\single_weapons\rocket_launcher" click on it, now in the left botom corner choose vehc instead of

itmc and in the right choose "multiplayer\single_vehicles\throne" then click on Save, close the tag.



Step 6- Fix Encryption


Select "Fix Map Encryption" from the Map Options menu, close the map, and FTP it up to

the Xbox.

If I can give you an advice, increase the speed of this vehicle in the XML vehi tag.

Thanks to Aequitas for his tutorial model





8. Grunt in MP



Needed Stuff
-----------------------
insolence - server application dedicated web ftp at epgservers.net
A map to input the Bipd in
A map to get your Bipd from
-----------------------

Making the Bipd In Game

Now first of all insolence doesnt have the ability to make sound work when u move

Bipds or anything for that matter.

There for u have to switch it with something that already has a working sound in the

map or just nothing at all.

I will be putting the grunt over the MasterCheif in coagulation and will be useing

03a_oldmombasa.map for the grunt.

Ok now, Open up Insolence and open both coagulation.map and 03a_oldmombasa.map

Now your will have to open up Bipd in 03a_oldmombasa.map then click AND DRAG grunt

over to coagulation.map, a status

bar will apear. Let this go untill its finished even if it looks like its frozen, usualy

its just working realy hard.

Now u can close 03a_oldmombasa.map

Now we have the grunt in the map but hes never going to appear so now we have to swap him with the Master cheif.

Open up Mastercheif_mp under Bipd. In here u will need to click visable dependencies. In Object Properties change


Mastercheif to Grunt.

There now we have to do things to ensure the game actualy works.

Go to hlmt and find grunt. Open it up and click on the
IFP Plugin - "hlmt" - Edit Mode
this should change it to
IFP Plugin - "hlmt" - Dev Move
After this all dependecies will show up click that and look for the word sound

dialog ... there is only 1 so

its not hard to find. VERY IMPORTENT switch this to sound dialog combat elite_mp.

Now it will work and everything will be good. Right?

sorry but the camera and the sheilds have not been set right so lets do that.

Open Bipd and click on masterchief_mp. In here u will need to set the Standing Camera

Height to 0.28 do the

same for Crouching Camera Height. This number was found by opening the grunt Bipd and

looking at thoughs values.

Now we just fixed the camera and the point in which the defult height of the guns are

fired.

Unforcunitly we got to go back to hlmt and open the
grunt.hlmt and set the plugin to Dev mode again like before. Then change the following

the first 6 to

these values in in order of apperance.

1st unknown ) 40 to 40
2nd unknown ) 35 to 30
3rd unknown ) 6 to 10
4th unknown ) 4.5 to 5
5th unknown ) 2.8 to 2.8
6th unknown ) 1.5 to 1.8

This has fixed some of the problems with life and sheild now click on the unknown 2

under the reflexives menu, set

these to this picture becouse its just to long to type.

http://img357.imageshack.us/img357/8...dvalues2si.jpg

Basicly i am setting the mastercheift life and sheild
settings from hlmt to the grunts hlmt.

You might notice the fact that i have a null value in there basicly there isnt realy

a sheild for the grunt or a

least none that i could find so u can eather have the MC or Elite sheilds which probly

looks funny i never tested

just for the record (PROVE ME WRONG), or u just leave it null and have there be no

shield animation.

Now at this point the grunt work, the camera is right, and the sheild and life is

correct. The only thing now is

to make ALL the weps work for the bipd.

For this go to

server application dedicated web ftp at epgservers.net

Bipds in vehicles

Ok well with the help of TJ213 i managed to find a way to make any vehicle work with the

grunt at least. This

should work for the jackel to but it might not now the Hunter is fuked becouse it cant

drive anything and its to

fat lol. anyway here we go.

First, go into the vehicle u want to change i will do warthog first then tank. Now open

the warthog under vehi. Then

switch to dev mode again, in this view go under seats and look at the 2nd unknow there

should be warthog_g. Switch this

to ghost_d. Now this makes the drivers seat work. Now there should be a bar above where

u are working that has a 0 in it

click this and change it to 1 this is the passenger seat. change the same spot as befor

to ghost_d.

Ok now passenger seats and driver seats work now the turrets MUAHAHAHaha this was the

hardest part. Go to the chaingun

under vehi go into dev mode and go to seats again. In the exact same place change it

to c_turret_mp_d THIS IS SUPER

IMPORTENT. U HAVE TO MAKE IT c_turret_mp_d otherwise your grunt will go stupid after

u got in. After this your grunt

should be able to get in and out of the chaingun. Go do the same for the gauss hog

turret wial u are at it.

now for the tank its even easyer go to the tank and go to dev mode again and just

switch the same thing we have been

switching to ghost_d.

And by the way if your wondering use the same thing u used for the Chaingun for the

fixed turrets.




9. Heretic Elite in MP


Step 1- Open Maps
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_shi eld_fp", change "objects\characters\heretic\shaders\plasma_shi eld" to "objects\characters\elite\shaders\elite_plasma_shi eld". Change the first Nulled Out effe to "effects\objects\characters\elite\shield_damag ed", change "effects\objects\characters\heretic\heretic_shield _depletion" to "effects\objects\characters\elite\elite_shield_dep letion", 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.




10. Hunter in MP


For all those people having problems with the hunter in multiplayer...

Step 1
Open up Insolence, and open up the single player map you wish to take the hunter from.

I used 03a_oldmombasa.

Step 2
Open the map you want to use the hunter on. I used Coagulation.

Step 3
Go to the 03a_oldmombasa window, and select the folder bipd. select the hunter bipd.

(objectscharactershunterhunter) Click and drag it over to Coagulation. A movebox will

appear, and it should ask you for to locate the single_player_shared.map file. Locate the file and wait for the hunter to be transferred over.

Step 4
Once the hunter has been transferred over (which probably took a long time) Close

03a_oldmombasa, you dont need it anymore. The hunter's bipd should be in your map now.

Now we need to change a few things around, so that you can be the hunter and wield his

weapon properly.

Step 5
Find the folder matg in your map in insolence, open it and open globalsglobals.

switch from edit mode to dev mode by clicking on "edit mode". Under reflexives there

should be Unkown 8. Select it. in the info that pops up select the bar above it, it

should say 0, and it should drop down with 0,1,2,3. Select the 3rd one. In the graph

it should say bipd and then objectscharacterseliteelite_mp double click

objectscharacterseliteelite_mp and change it to objectscharactershunterhunter.

Now whoever is an elite on the map is changed into the hunter.

So you have the hunter on the map, but he cant shoot his weapon, and the game

would probably freeze if you tried to kill the hunter right about now. So in the next

few steps we have to put his weapon in and null the sounds the hunter and his gun make.

Step 6
open the folder itmc. There should be a list of weapons that are placed on the

map. Choose which one you want to replace with the hunters weapon. I chose the

plasma pistol, because its a weak weapon, and not used that often...

(unless you want to rape someones shields). open the weapon up. Click Item Permutations,

then visible dependencies, it should say objectsweaponspistolplasma_pistolplasma_pistol.

double click this and change it to

objectscharactershunterhunter_particle_cannonhunte r_particle_cannon. Now the plasma

pistol will not show up on the map, and you wont see anything on the map. But if you

walk over top where the plasma pistol was supposed to be on the map, if you are the

hunter it automatically equips the hunter with his weapon and melee damage. great!

now we need to null sounds.

Step 7
Open the folder hlmt. find objectscharactershunterhunter and open it. change from

edit mode to dev mode again. Under Reflexives select variation. Then click all

dependencies. u will see a table and on it sounddialogcombathunter. double click

it and select Nulled Out. Then open the bipd folder and select the hunter. Click the

visible dependencies. Change the variable effectsmaterialsobjectscharactershunter to

effectsmaterialsobjectscharacterselite (this is the sound it makes when the hunter walks

or runs on the ground) The sounds should now be nulled out for the hunter.

Now we are going to null out his weapons sounds.

Step 8
Open the folder weap and open

objectscharactershunterhunter_particle_cannonhunte r_particle_cannon. Under Reflexives

select Attachments change soundweaponshunter_cannonhunter_cannon_loophunter_ cannon_loop

to Nulled Out. Now you have nulled out the hunter's weapon sounds. Now we are going to

null the projectiles sounds.

Step 9
Open the folder proj and open

objectscharactershunterhunter_particle_cannonproje ctilesparticle_cannon_component.

Select Visual Dependencies, and find soundweaponshunter_cannonhunter_cannon_flyby.

Change this to Nulled Out.




11. Jackal in MP


Step 1- Open Maps
First, open Insolence. Now, open the multiplayer map in which you would like to play

as a Jackal. Also open any campaign map in which you encounter Jackal. For this tutorial

I will use coagulation.map and 03a_oldmombasa.map.

Step 2- Drag & Drop
To bring the Jackal into the multiplayer map, you only need to click and drag only one

thing over, and that is the biped tag.


Navigate to objectscharactersjackaljackal, left click once to select it, and then

left click again on the tag and drag and drop it into coagulation.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 (03a_oldmombasa.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 "jackal". 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 "7.) New Covenant" and change that to "1).

Player"
2. Change the Grenade Velocity from 0 to 10
3. Change the Grenade Count from 0 to 4
5. Change the Jump Velocity from 2.1 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
(Steps 10&11 make it so you see like an elite, if you want to see a jackal's point of
view leave it alone)
Now you've adjusted it's stats to make it more or less equal to the multiplayer Elite.

Step 6- Setting the Permutation
Navigate to the hlmt tag for objectscharactersjackaljackal, 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 "sounddialogcombatelite_mp".

Now you click on the blue "all dependencies" text. Change the nulled out udlg dependency

to "sounddialogcombatelite_mp". Now click the blue Variation reflexive. From there,

double click the value "minor", and type in or scroll to "default"

(THIS IS VERY IMPORTANT!!). Now click on All Dependencies and change

"sounddialogcombatjackal" to "sounddialogcombatelite_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 "sounddialogcombatjackal" to

"sounddialogcombatelite_mp". Navigate to the next chunk (chunk 2) and click "all

dependencies", and change "sounddialogcombatjackal" to "sounddialogcombatelite_mp".

Step 7- 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

"objectscharacterseliteshadersactive_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 "objectscharacterseliteshaderselite_plasma_shield_ fp",



change the yyyy tag to shad and make it "objectscharacterseliteshaderselite_plasma_shield" .

Change the first Nulled Out effe to "effectsobjectscharacterseliteshield_damaged",

change "effectsobjectscharactersjackalshield_depletio n" to

"effectsobjectscharacterseliteelite_shield_depleti on", and change the remaining Nulled Out

out effe to "effectsobjectscharacterseliteshield_recharge" . Change the next Nulled Out

shad dependency to "objectscharacterseliteshaderselite_overshield_fp" , and change the

remaining one to "objectscharacterseliteshaderselite_overshield ". Close the tag.

Step 8- Making the Jackal Spawn Instead of the Regular Elite
Navigate to the matg tag "globalsglobals", 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 "objectscharacterseliteelite_mp" to

"objectscharactersjackaljackal".
Close the tag.

Step 9- Fix Encryption
Select "Fix Map Encryption" from the Map Options menu, close the map, close Insolence

and FTP it up to the Xbox.

NOTES:
If you have the Jackal Shield in the map sometimes it will randomly start with it.
Also Jackal have very small sheilds, like one snipe, anywhere, will kill them.





12. Jackal Shield in MP



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_shie ld\fp_jackal_shield and for the

Animation (jmad) put

objects\characters\dervish\fp\weapons\pistol\fp_pl asma_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, need proof watch the video or just do

it yourself, I wouldnt lie. (It's animation btw, thats why)

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.




13. ODST in MP



Note: The ODST does not have animations for Dual Wielding!

Step 1- Open Maps
First, open Insolence. Now, open the multiplayer map in which you would like to play as an ODST. Also open any campaign map in which you encounter ODSTs. For this tutorial I will use beavercreek.map and 05a_deltaaproach.map.

Step 2- Drag & Drop
To bring the ODST into the multiplayer map, you only need to click and drag only one thing over, and that is the HLMT tag.
Navigate to objects\characters\marine\marine, left click once to select it, and then left click again on the tag and drag and drop it into beavercreek.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", but in this case it will be moving the sounds (that don’t work), and it may seem like it froze.. It didn't, it just has to do a lot of file reading & writing, 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 (05a_deltaaproach.map) as you will not be needing it anymore.

Step 5- Swap Masterchief's Object Properties
Once all of the tags are in your multiplayer map, you do not need the campaign map anymore. Locate the masterchief_mp.bipd tag in your MP map, and 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\marine\marine". Click somewhere in the empty area of the plugin to finalize the change. Close the masterchief_mp.bipd tag.

Step 6- Setting the Permutation
Navigate to the hlmt tag for objects\characters\marine\marine, 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\masterchief". Now you click on the blue "all dependencies" text. Change the ˙˙˙˙ Tag Type to udlg, and change its dependency from “Nulled Out” to “sound\dialog\combat\masterchief”. Now click the blue Variation reflexive. At the dropdown box, click on the down arrow and choose the next chunk (chunk 1). Now click on All Dependencies in the Variations section, and change "sound\dialog\combat\marine_perez" to "sound\dialog\combat\masterchief". At the dropdown box, click on the down arrow and choose the next chunk (chunk 2). Click "all dependencies" again and change the udlg dependency from "sound\dialog\combat\marine_aussie" to "sound\dialog\combat\masterchief". Navigate to the next chunk (chunk 3) and click "all dependencies", and change "sound\dialog\combat\marine_timid" to "sound\dialog\combat\masterchief" and do the same for the next chunk (chunk 4), go to chunk 4's "all dependencies" and change "sound\dialog\combat\marine_cross" to "sound\dialog\combat\masterchief", go to chunk 5, (THIS IS VERY IMPORTANT!!) but BEFORE clicking "all dependencies", double click the value "odst_cky", and type in or scroll to "default" and then go to it’s All Dependencies, and change "sound\dialog\combat\marine_aussie" to "sound\dialog\combat\masterchief", go to chunk 6’s “all dependencies" and change “sound\dialog\combat\sgt_gruff” to “sound\dialog\combat\masterchief”, go to chunk 7’s dependencies and change “sound\dialog\combat\sgt_cautious” to “sound\dialog\combat\masterchief”, and by now you’ve probably realized that we’re switching all of the udlg references to the Masterchief’s, so do the same with the rest of the chunks (all the way up to, and including Chunk 13). Once complete, move on to the next step.

Step 7- Fixing the Shield and Health
Still in the HLMT tag, on the far left of the IFP plugin, click on “All Values”, and change the following values (in order of appearance):
6 to 5
4.5 to 2.8
2 to 1.8

Now, in the far left, below Variation, you should see a reflexive named Unknown 2, click that, and change the following values (in order of appearance):
100 to 45
4 to 10
2 to 5
0.25 to 1
0 to 70
<null> to energy_shield_thin_hum_masterchief
[the second 0 below the stringid] to 5
[the third 0 below the stringid] to 2
0.5 to 0.2

Step 8- Fixing the Shaders and Effects
In the plugin section for Unknown 2, click "all dependencies". Change the first Nulled Out shad dependency to "objects\characters\masterchief\shaders\masterchie f_plasma_shield_change_color_fp".
Change the second Nulled Out shad dependency to "objects\characters\masterchief\shaders\masterchie f_plasma_shield_change_color".
Leave the first Nulled Out effe as it is.
Change the second Nulled Out effe to "effects\objects\characters\masterchief\masterchie f_shield_depletion".
Change the last Nulled Out effe to "effects\objects\characters\masterchief\shield_rec harge".
Change the next Nulled Out shad dependency to "objects\characters\masterchief\shaders\materchief _overshield_fp", and change the remaining one to “objects objects\characters\masterchief\shaders\materchief_ overshield".
In the far left of the plugin part of the marine.hlmt tag, under "Show", click "all dependencies", and replace the first Nulled Out shad dependency with "objects\characters\masterchief\shaders\active_cam o".
Close the tag.

Step 9- Fix Encryption
Select "Fix Map Encryption" from the Map Options menu, close the map, close Insolence and FTP it up to the Xbox.




14. Pelican Injection


Step-1 Open Maps
First, open Insolence. Now, open the multiplayer map in which you would like to play

with the driveable pelican. Also open 05a_deltaapproach.map.

Step-2 Drag and Drop
To add the vehicle you must drag over the vehicle pelican. It will drag over the other

pelican vehicles for you. Navigate your way to the pelican under the vehi tag. Drag and

drop it from 05a_deltaapproach.map to your map that you want the pelican in.

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 Close unneeded maps
Close 05a_deltaapproach.map

Step-5 Fix Seats
Since this vehicle was made for campaign you are going to need to change many string

indincies. Select the pelican vehicle and double click it. Then underneath the change

plugins there should be the following text "IFP Plugin-"Vehi"Edit mode".

Click it and it will change and say "IFP Plugin-"Vehi"Dev mode".

From there go to Unknown 11 under Reflexives. Underneath the words "Author: Iron_Forge"

There is a drop down bar with and arrow on the right side with a bunch of numbers.

We will only need to edit 0-11. Under the 0 change the first string ID to "warthog_d".

Then you are done. Go to 1, and change the first string ID to "spectre_p_r".

Do the same for 2-10. For number 11 change the first string ID to "warthog_g".

Step-6 Adding the pelican
First go to 'map options' in the upper left corner and go to 'sort by path'.

Then click multiplayer, and select "multiplayermultiplayer_globals.mulg".

Double click it. Got to Dev mode and choose unkown 2. Choose uknown 2 under that,

and choose number 2 in the upper left drop down box. Double click the ID and change

it to pelican, you can do the same for number 3, then there are no more tanks, only

pelicans.

Step-7 Fix encryption
Go to 'map options' in the upper left, and click 'fix map signature' and wait 10-20

seconds, usually less. Then ftp it over to your xbox and enjoy. Note: The pelican will

be flipping wildly, but if you flip it and hold x near the drivers seat you will get in

and drive.




15. Pike in MP


First, open insolence and open the SP map which contains the pike(I used
High Charity) and the MP map you want the pike in.

Next, go to the SP map and scroll down to the "mode" tag group and in it find the tag

"objects\weapons\melee\pike\pike". Click once to highlight it, then once it is

highlighted move it to the MP map the same way you move files and folders on your

computer.

Now if it is done right, a small status window will appear showing the status of the

transfer.

Once it is done transferring close the SP map because you don't need it for the remainder

of this tutorial.

Now you have the weapon's model in your MP map but you need to be able to use it. So now

scroll down to the "hlmt" tag group and find the tag

"objects\weapons\multiplayer\flag\flag". Double click it and the tag info should

open in the blank box on the right side of the map window. Click on the word "edit" on

the top of the tag info and it should turn into "dev" mode. Now click on

"all dependencies" and got to the mode tag in the info window. Double click it and then

click on the arrow pointing down at the edge of the mode tag which should open the drop

down box. Now scroll down down until you find the tag that says

"objects\weapons\melee\pike\pike" and click on it.

Good job the flag has been transformed into the Honor Guard Pike but you can't use it

unless you play CTF so now you need to make the Pike spawn on the map. So go to the

"itmc" tag group and pick the weapon you want to replace the Pike with on the map.

Double click it and got to item permutations and then visible dependencies. Double click

the tag there and switch it to "objects\weapons\multiplayer\flag\flag".

Now resign the map, ftp, and enjoy.




16. Scarab gun in MP


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

scarab_main_gun_handheld.weap tag.
For this tutorial, I'm going to move the Scarab Gun from 03a_oldmombasa.map into Headlong.

map. The reason I am using outskirts is so that you can also put a shadow in the map.



Step 2-Drag & Drop
In the 03a_oldmombasa.map window, locate the scarab_main_gun_handheld.weap. Left click

it once to select it, then Right click and Drag&Drop the tag into lockout.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 (Headong in this example), locate the

scarab_main_gun_handheld.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.


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 scarab_main_gun_handheld.weap. I like to swap it

with the plasma rifle. Locate and Open the plasma_rifle.itmc tag with an IFP plugin.

Change the dependency to the new weap tag. Now all the plasma rifles in the game will

be changed to Scarab Guns.


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, and FTP it up

to the xbox.





17. Shadow in MP


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.


Congratulations, the wraith will now be replaced by a drivable/gun-able Shadow in your

Join Now!


Last edited by xxrobbiechaosxx; 07-10-2007 at 05:27 PM.
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Old 06-30-2007, 01:41 PM   #2 (permalink)
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i think you should just change the steps to different colors telling you which one you are at to make it easier to tell.

Good Job making these.
Good Effort.
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Old 06-30-2007, 02:17 PM   #3 (permalink)
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I think you spent a lot of time on this. Hope it comes in useful to members.
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Old 07-01-2007, 10:54 PM   #4 (permalink)
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nice tut pack. by the way what is the pike? is that the thing tartarus carries?
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Old 07-02-2007, 08:07 AM   #5 (permalink)
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wow thats really useful ill use it when ever i can get my hands on a AR to mod my xbox again
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Old 07-03-2007, 02:39 PM   #6 (permalink)
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how do i put in the fuel rod cannon?
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Old 07-05-2007, 02:34 PM   #7 (permalink)
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this is very useful for me, and you did a good job putting this all together.

GREAT JOB
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Old 07-05-2007, 10:11 PM   #8 (permalink)
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