Robbie's Insolence Tut Pack

Discussion in 'Halo 2 Modding Tutorials' started by xxrobbiechaosxx, Jun 30, 2007 with 35 replies and 7,187 views.

  1. xxrobbiechaosxx

    xxrobbiechaosxx Enthusiast

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    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.

    Requirements

    Index
    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 + Bipds in vehicles
    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

    Instructions
    1. Adding a new sky.

    1. Open Insolence.
    2. 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.
    3. In 04b_floodlab go to scenarios\skies\solo\alphagasgiant\gasgiant_rob.sky.
      This is that neat looking sky that looks like it is sucking you up.
    4. Left click it to select it.
    5. 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.
    6. In Headlong, open scenarios\multi\headlong\headlong.scnr with its IFP.
    7. Click on the reflexive for Skies. Click show visible dependency's.
    8. Replace the default headlong sky with your newly imported sky.
    9. Click "Fix Map Signature" under Map Options and close the map.
    10. FTP it back to your Xbox and test it out!

    2. Adding new scenery
    1. Open Insolence
    2. 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.
    3. 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.
    4. 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.
    5. Go to "Fix Map Signature" under Map Options. And that's all.

    3. Adding weather to a map with weather
    1. Open Insolence.
    2. 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.
    3. 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.
    4. Now we need to make warlock use of the new weather. Open up the "scnr" tag for warlock.
    5. Open the reflexive about weather.
    6. Go to dependencies.
    7. Change the weather to the new one you added.
    8. Now, in order to make the weather change, you have to fix a dependency in the sbsp tag, which Insolence doesn't currently support.
    9. So open ADI > your map you are editing, find the "weat" dependency in the sbsp tag, and change it to the new weather.
    10. Click "Fix Map Signature" under Map Options. That's all.


    4. Arbiter in MP
    1. Open Insolence.
    2. 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.
    3. 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.
    4. 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


      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 but 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.
    5. 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.
    6. Under "Show" click on "visible dependencies".
    7. 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.
    8. 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.
    9. 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" respectively. Make the last two shaders "objects\characters\elite\shaders\overshield_fp" and "objects\characters\elite\shaders\overshield" respectively.
    10. Open the global.matg tag with the IFP plug-in. It has the following path: globals/globals.matg. Switch to "Dev Mode" (by clicking Edit at the bottom).
    11. Under the Reflexives, click on the "Unknown" that is right underneath "Player Information" (unknown8).
    12. 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.
    13. 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.
    14. 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.
    15. Close the globals.matg tag.
    16. Select "Fix Map Signature" 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
    1. Open Insolence.
    2. Open the multiplayer map in which you would like use the Jetpack.
    3. Also open any campaign map in which contains the Jetpack. For this tutorial I will use lockout.map and 01b_spacestation.map.
    4. What we will need to drag over now is the hlmt tag of the jetpack objects\characters\elite\elite_jetpack\elite_jetpack. Left click it once to select it, then left click again and drag & drop the tag into lockout.map. It will add it recursively.
    5. 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.
    6. 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.
    7. Go to the weap tag and click the sentinelbeam, then dependencies and swap the hlmt with the objects\characters\elite\elite_jetpack\elite_jetpack and null out the proj.
    8. Now go to the hlmt tag > warthog click dependencies and null out all effects! REMEMBER ONLY NULL OUT ALL EFFECTS IN WARTHOG HLMT TAG
    9. After you finished nulling out all the effects, swap the coll and phmo with the ghost.
    10. 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_fender
      objects\vehicles\warthog\garbage\lf_fender\lf_fender
      objects\vehicles\warthog\garbage\rb_fender\rb_fender
      objects\vehicles\warthog\garbage\rf_fender\rf_fender
      objects\vehicles\warthog\garbage\sailpanel\sailpanel
      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
    11. After you nulled out all the warthog's shaders, go to the vehi tag and click objects\vehicles\warthog\warthog
    12. Click the tag editor (meta editor) and check the flying box
    13. Go to the seats drop-down tab and put it on 0
    14. Uncheck fire weapon and check enable hud so you'll have a hud.
    15. Now go back to the seat drop-down tab and put it on 1 and check disable seat
    16. Go to dependencies and swap the warthog_horn weapon with the sentinelbeam. Congrats your warthog is now a jetpack.
    17. Go to the itmc tag then find the shotgun
    18. Go to dependencies and swap the shotgun weap with wartho vehi.
    19. 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
    1. Open Insolence.
    2. 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.
    3. In the 04a_gasgiant.map window, locate the flak_cannon.weap. Left click it once to select it, then left click click and Drag&Drop the tag into lockout.map. 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.
    4. 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.
    5. 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.
    6. 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
    Thanks to Aequitas for his tutorial model
    1. Open Insolence.
    2. 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.
    3. 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.
      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.
    4. 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.
    5. 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.
    6. 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.
    7. 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.
    8. Now click on "multiplayer\single_vehicles\banshee2.vehc" and after right click on it and select rename, then write: multiplayer\single_vehicles\throne .
    9. Double click the gravity throne's vehicle collection tag (throne.vehc) that you just added to open it up with its IFP.
    10. Click on the "Vehicle Permutations" reflexive, now click on "visible dependencies", you'll see the banshee's vehi tag, replace it to the throne vehi tag (objects\vehicles\gravity_throne\gravity_throne) click somewhere blank to save and close the tag.
    11. 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.
    12. Search itmc tag: "multiplayer\single_weapons\rocket_launcher" click on it, now in the left bottom corner choose vehc instead of itmc and in the right choose "multiplayer\single_vehicles\throne" then click on Save, close the tag.
    13. 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.


    8. Grunt in MP
    Making the Bipd in Game. Insolence doesn't have the ability to make sound work when you move Bipds or anything for that matter. Therefore, you 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 MasterChief in coagulation and will be using 03a_oldmombasa.map for the grunt.

    1. Open up Insolence and open both coagulation.map and 03a_oldmombasa.map
    2. Open up Bipd in 03a_oldmombasa.map then left click to select and left click again AND DRAG grunt over to coagulation.map. A status bar will appear. Let this go until its finished even if it looks like its frozen, usually it's just working really hard.
    3. Now you can close 03a_oldmombasa.map
    4. Open up Masterchief_mp under Bipd. In here you will need to click visible dependencies. In Object Properties change Masterchief to Grunt.
    5. 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
    6. After this, all dependencies will show up. Click that and look for the word sound dialog. VERY IMPORTANT switch this to sound dialog combat elite_mp.
    7. Open Bipd and click on masterchief_mp. In here you 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 those values. Now we just fixed the camera and the point in which the default height of the guns are fired.
    8. Go back to hlmt and open the grunt.hlmt and set the plugin to Dev mode again like before. Then change the following first 6 to these values in in order of appearance.
      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 shield.
    9. Click on the unknown 2 under the reflexives menu, set these to this picture because its just to long to type.
      http://img357.imageshack.us/img357/8801/bipdvalues2si.jpg
      Moderator note: Sadly, we couldn't restore this image. If anyone HAPPENED to have saved this, please let us know.
      Basically I am setting the masterchief life and shield settings from hlmt to the grunts hlmt.
    10. You might notice the fact that I have a null value in there basically there isn't really a shield for the grunt or a least none that I could find so you can either have the MC or Elite shields which probably looks funny. I never tested just for the record (PROVE ME WRONG), or you just leave it null and have there be no shield animation. Now at this point the grunt works, the camera is right, and the shield and life is correct. The only thing now is to make ALL the weps work for the bipd.
    11. Go to server application dedicated web ftp at epgservers.net (Moderator note: This won't work, will try to decipher the intent)
    Bipds in Vehicles
    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 too but it might not now the Hunter is ****ed because it can't drive anything and it's too fat lol.
    1. Go into the vehicle you want to change. I will do warthog first then tank.
    2. Now open the warthog under vehi.
    3. Then switch to dev mode again
    4. In this view go under seats and look at the 2nd unknown there, should be warthog_g.
    5. Switch this to ghost_d. Now this makes the drivers seat work.
    6. Now there should be a bar above where you 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 before to ghost_d.
    7. Now passenger seats and driver seats work.
    8. Now to get the turrets MUAHAHAHaha this was the hardest part. Go to the chaingun under vehi, go into dev mode and go to seats again.
    9. In the exact same place change it to c_turret_mp_d. THIS IS SUPER IMPORTANT. you HAVE TO MAKE IT c_turret_mp_d otherwise your grunt will go stupid after you got in.
    10. After this your grunt should be able to get in and out of the chaingun.
    11. Go do the same for the gauss hog turret while you are at it.
    12. Go to the tank and go to dev mode again and just switch the same thing we have been doing by switching to ghost_d.
    13. Use the same thing you used for the Chaingun for the fixed turrets.


    9. Heretic Elite in MP
    1. Open Insolence.
    2. 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.
    3. 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.

      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.

      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.
    4. 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.
    5. 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
      4. Change the Jump Velocity from 3 to 3.08
      5. Change the Max Hard Landing Time from 2 to 0
      6. Change the Min Soft Landing Velocity from 1 to 1.5
      7. Change the Min Hard Landing Velocity from 3 to 7
      8. Change the Max Hard Landing Velocity from 6 to 12
      9. (Optional) Change the Standing Camera Height from 0.6 to 0.62
      10. (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.
    6. 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. 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.
    7. 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".
    8. 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.
    9. Click the blue Variation reflexive.
    10. Double click the value "minor_scl", and type in or scroll to "default" (THIS IS VERY IMPORTANT!!).
    11. Click on All Dependencies and change "sound\dialog\combat\elite_loose" to "sound\dialog\combat\elite_mp".
    12. At the dropdown box, click on the down arrow and choose the next chunk (chunk 1).
    13. Click "all dependencies" again and change the udlg dependency from "sound\dialog\combat\elite_dogmatic" to "sound\dialog\combat\elite_mp".
    14. 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)
    15. Go to chunk 4's "all dependencies" and change "sound\dialog\combat\elite_loose" to "sound\dialog\combat\elite_mp"
    16. Gto chunk 5's "all dependencies" and change "sound\dialog\combat\elite_dogmatic" to "sound\dialog\combat\elite_mp".
    17. 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".
    18. 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".
    19. Change the first Nulled Out effect to "effects\objects\characters\elite\shield_damaged"
    20. Change "effects\objects\characters\heretic\heretic_shield_depletion" to "effects\objects\characters\elite\elite_shield_depletion"
    21. Change the remaining nulled out effe to "effects\objects\characters\elite\shield_recharge".
    22. Change the next Nulled Out shad dependency to "objects\characters\elite\shaders\elite_overshield_fp"
    23. Change the remaining one to "objects\characters\elite\shaders\elite_overshield".
    24. Close the tag.
    25. Making the Heretic Elite Spawn Instead of the Regular Elite - Navigate to the matg tag "globals\globals", and open it.
    26. Switch to Dev Mode and on the left, choose Unknown 8 (right below "Player Information").
    27. Switch to Chunk 3 and swap the bipd dependency from "objects\characters\elite\elite_mp" to "objects\characters\heretic\heretic".
    28. Close the tag.
    29. 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 r*** 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_cannonhunter_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_cannonhunter_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_cannonprojectilesparticle_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_depletion" to

    "effectsobjectscharacterseliteelite_shield_depletion", 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_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, 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 dont 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 its All Dependencies, and change "sound\dialog\combat\marine_aussie" to "sound\dialog\combat\masterchief", go to chunk 6s all dependencies" and change sound\dialog\combat\sgt_gruff to sound\dialog\combat\masterchief, go to chunk 7s dependencies and change sound\dialog\combat\sgt_cautious to sound\dialog\combat\masterchief, and by now youve probably realized that were switching all of the udlg references to the Masterchiefs, 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\masterchief_plasma_shield_change_color_fp".
    Change the second Nulled Out shad dependency to "objects\characters\masterchief\shaders\masterchief_plasma_shield_change_color".
    Leave the first Nulled Out effe as it is.
    Change the second Nulled Out effe to "effects\objects\characters\masterchief\masterchief_shield_depletion".
    Change the last Nulled Out effe to "effects\objects\characters\masterchief\shield_recharge".
    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_camo".
    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
     
    • Like Like x 12
    Last edited by a moderator: Aug 14, 2019
  2. SkateBoard v2

    SkateBoard v2 Enthusiast

    Messages:
    994
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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.
     
    • Like Like x 1
  3. Se7eN MasTa

    Se7eN MasTa Se7en Legend Premium

    Messages:
    7,182
    Ratings:
    773
    I think you spent a lot of time on this. Hope it comes in useful to members.
     
    • Like Like x 1
  4. Atrin

    Atrin Enthusiast

    Messages:
    102
    Ratings:
    2
    nice tut pack. by the way what is the pike? is that the thing tartarus carries?
     
    • Like Like x 1
  5. Forgoten Dynasty

    Forgoten Dynasty Free Sosa #bangbang VIP

    Messages:
    5,904
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    2,462
    wow thats really useful ill use it when ever i can get my hands on a AR to mod my xbox again
     
    • Like Like x 1
  6. RvB rox

    RvB rox Contributor

    Messages:
    2,379
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    122
    how do i put in the fuel rod cannon?
     
    • Like Like x 1
  7. ix witerasta xi

    ix witerasta xi Enthusiast

    Messages:
    95
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    2
    this is very useful for me, and you did a good job putting this all together.

    GREAT JOB
     
    • Like Like x 1
  8. Eaton

    Eaton Contributor

    Messages:
    1,606
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    389
    These tutorials have already been posted. You just copied and pasted them. It is good that you put them all in one thread so new people will know where to find them though.
     
    • Like Like x 1
  9. UnknowingAcorn

    UnknowingAcorn Retired Retired

    Messages:
    3,198
    Ratings:
    322
    Loooks good but i know how to get the pelican Not to spin. this is from memory so bear with me.

    Useing insolence locate the bridge_plank from deltaaproacha (i believe the map is)
    copy it into your multiplayer map.

    Or useing entity save the bridge_plank meta recursive and parsed from the single player map then Build it into your multiplayer map

    You need entity to spawn the bridge plank.
    so open entity Then duplicate ANY weapon located under the itmc directory (again its sumthing like that) then view indents and swap the weapon info with the bridge plank. The bridge plank is a Mach by the way. then go over to your scnr directory and open up the chunk cloner. scroll down to netgame equipment select a weapon that only spawns once (such as the rocket launcher or the sword) Then close that and go to view indents by right clicking. Then scroll down until you see the duplicated weapon. Then click that and swap it with the weapon you duplicated in the itmc tag. now open up the bsp viewer. locate the bridge that is now spawned. Move the bridge just inches under the ground Right underneath the pelican. TUDAAAAA now your pelican has no more spinningness.

    The reason this works is because the pelican does not have bsp collision (cant come in contact with the ground) but the pelican does have Mach collision
     
    • Like Like x 1
  10. OP
    xxrobbiechaosxx

    xxrobbiechaosxx Enthusiast

    Messages:
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    Thank you everyone.
    Any I have not seen any of these posted here except the pelican.
    So, I did not copy and paste.
     
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  11. Danny4321

    Danny4321 Enthusiast

    Messages:
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    umm i cant find anything with dev mode. can someone help me?
     
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  12. gopedertyper

    gopedertyper Banned

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    the adding sky.. you can pick one from the single plyr and have it work on xbl?
     
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  13. OP
    xxrobbiechaosxx

    xxrobbiechaosxx Enthusiast

    Messages:
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    No.
    Anything added from other maps non modders cannot see.
    Pretty much all they can see are projectile swaps.
     
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  14. gopedertyper

    gopedertyper Banned

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    i know they cant see it, its the sky, i want to know if i can add i sky for myself and still play on xbl.?
     
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  15. Danny4321

    Danny4321 Enthusiast

    Messages:
    138
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    yea it should work. my friends done it and it works on live, but yea, robbies right, other ppl wont be able to see it
     
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  16. Black Feng

    Black Feng Newbie

    Messages:
    2
    Ratings:
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    Hey! Geat tut! But Im having trouble with the changing the weather. When you say open up the scnr tag and then open up the reflexive about weather, I cant find that. Am I just blind, or am I doing something wrong?
     
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  17. OP
    xxrobbiechaosxx

    xxrobbiechaosxx Enthusiast

    Messages:
    343
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    The map might not have weather to begin with.
     
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  18. Black Feng

    Black Feng Newbie

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    Ah... Well that makes more sense. Thanks.
     
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  19. schmidtguitarist

    schmidtguitarist Newbie

    Messages:
    9
    Ratings:
    1
    how do i get the program 'insolence'?

    if u can PM me with the reply, that would be helpful
     
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  20. schmidtguitarist

    schmidtguitarist Newbie

    Messages:
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