Section Rules - Halo 3 Modding Q&A

Discussion about modding Halo 3.
Supermodder911




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Post by Supermodder911 »

lmao. :lol:

Did he do what I think he did? :?
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Post by xbox »

What?
Shock120





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Post by Shock120 »

OK! Question time :wink:
Is it possible (to mod) for 16 players on Campaign co-op?
What does it require? to do it, using the MPC trick or something else.

How far is .map modding? past the stage of simple edits?

is there any content hidden in maps? like an early (disabled) script, unfinished bsps.

Now I want to know if this video is true Forge with 16 players?

and how does a gametype, end up making Custom games play forge?
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Post by -DeToX- »

Simple Edits.. Well..

Raw still hasn't been done though I've found the assembly code for the Raw Decompression Buffer, and until raw is done you can't tag inject but..

You can still do some insane stuff if you know what you're doing, we just haven't really shown any.. as we're the researchers, not the modders. We show our research one by one, not all in one combination to create something really.

16 Player forge... It may be possible seeing as I remember a while back me and Eazy B and Dark were playing Halo 3 Retail and Eazy made an edit for something, and the game thought a usermap was a film, and when we started the film we were playing forge.

Probably the same concept here only Gametype->Usermap.
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Post by DarkShallFall »

Lol I think we where all just high that day.
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Post by SPARTAN-OMEGA »

Sounds good Detox, at the moment what is the max (default max)?
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Post by -DeToX- »

SPARTAN-OMEGA wrote:Sounds good Detox, at the moment what is the max (default max)?
Maximum for what? Amount of forge players? It's 8 I believe.
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Post by SPARTAN-OMEGA »

K, thanks
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Post by Gruntlord5 »

ok, i posted this on the forums, but most people here are just as unsure as i am, so here it goes. what do i change in an sp film to play as a grunt? he is only holding a needler and plasma pistol, so there should be no animation problems.
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Post by Eaton »

Gruntlord5 wrote:ok, i posted this on the forums, but most people here are just as unsure as i am, so here it goes. what do i change in an sp film to play as a grunt? he is only holding a needler and plasma pistol, so there should be no animation problems.
Try this:

Open the map the film was filmed on in Johnson or Engineer. Go to the Masterchief bipd tag and copy the identifier.

Open the film in a hex editor and search for that identifier.

If a result pops up, go back to the map open in Johnson, copy the Grunt identifier, and replace the Masterchief's identifier with the Grunt's.

Save changes, resign with Halomods Container Tool.

I do not know if that is the way, but that it the way i think you do it.
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Post by Gruntlord5 »

Eaton wrote:
Gruntlord5 wrote:ok, i posted this on the forums, but most people here are just as unsure as i am, so here it goes. what do i change in an sp film to play as a grunt? he is only holding a needler and plasma pistol, so there should be no animation problems.
Try this:

Open the map the film was filmed on in Johnson or Engineer. Go to the Masterchief bipd tag and copy the identifier.

Open the film in a hex editor and search for that identifier.

If a result pops up, go back to the map open in Johnson, copy the Grunt identifier, and replace the Masterchief's identifier with the Grunt's.

Save changes, resign with Halomods Container Tool.

I do not know if that is the way, but that it the way i think you do it.
lol thats what i tried, but nothing was found when i did the search.
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Post by CompKronos »

On sandtrap everyone know the mines on the outside that kill you, my question is what exactly is that? is it a script or something like that?
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Post by Shock120 »

CompKronos wrote:On sandtrap everyone know the mines on the outside that kill you, my question is what exactly is that? is it a script or something like that?
AI. :wink:
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Post by Veegie »

Code: Select all

(script startup shrine_main
    (begin 
     (vehicle_auto_turret turret_north0 tv_turret_north0 185 195 10) 
     (vehicle_auto_turret turret_north1 tv_turret_north1 195 205 10) 
     (vehicle_auto_turret turret_side0 tv_turret_side0 185 190 10) 
     (vehicle_auto_turret turret_side1 tv_turret_side1 182.5 190 10) 
     (vehicle_auto_turret turret_south0 tv_turret_south0 189 195 10) 
     (vehicle_auto_turret turret_south1 tv_turret_south1 190 200 10)
    )
)
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Eaton




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Post by Eaton »

Veegie, how are you extracting the scripts?
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Post by kornman00 »

REMOVE THAT FUCKING BEGIN STATEMENT RIGHT NOW YOU WHORE, HOW MANY TIMES MUST I SAY IT :evil: ?
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Post by M715ForLife »

So, whats stopping us from making a custom kernal?
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Post by Aumaan Anubis »

O.O

Microsoft.
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Veegie




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Post by Veegie »

kornman00 wrote:REMOVE THAT *** BEGIN STATEMENT RIGHT NOW YOU ***, HOW MANY TIMES MUST I SAY IT :evil: ?
Thrice.
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Post by Shock120 »

kornman00 wrote:REMOVE THAT *** BEGIN STATEMENT RIGHT NOW YOU ***, HOW MANY TIMES MUST I SAY IT :evil: ?
lol :wink: Kornman00 hates when people post wrong stuff. Favourite quotes
kornman00 wrote:
neodos wrote: When i script i always use begin, and it always work and that's how bungie does on halo 2.
No, thats NOT what bungie does. They haven't started ANY of their scripts with a begin in Halo, Halo 2, NOR Halo 3. Someone just didn't understand the whole idea to the scripting runtime which caused this whole begin statement crap to contaminate the modding scene, once again...
kornman00 wrote:
neodos wrote:If your map has script, then you just need to know the name of your ai squad and then compile this script:

Code: Select all

(script static camo
  (begin 
   (ai_set_active_camo name_of_your_ai_elite True)
  )
)
If I ever see you using a begin statement as the first expression in your scripts again, I'm going to go candlejack on your ass bit-
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