How do i add secondary fire?

Discuss general issues about modding HaloPC. Post ideas for mods here.
Overseer





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Post by Overseer »

And i'm done 'flaming' everyone here so lets be cool.
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Post by Deadly_Shadow »

Thank You For That Link. I Didn't Know It Was On This Site. I'll Start Fiquring It Out Now.
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Post by -=]-[EX=- »

thank you gimpy
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The Gimpy Llama





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Post by The Gimpy Llama »

No problem, i guess it was kind of a miscommunication on my part. just lemme know when you get an answer, thanks in advance
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Post by -=]-[EX=- »

ask him hiis sn is in his profile
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Post by The Gimpy Llama »

ask him hiis sn is in his profile
im assuming you mean deadly_shadow,in which case i will
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Post by -=]-[EX=- »

umm ya its mythical boyy
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Post by The Gimpy Llama »

*Sigh*, i dont suppose theres a chance that anyone can answer me and tell me how to make a warthog turret with secondary fire, is there?
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Post by WaLKa »

-=]-[EX=- wrote:
Overseer wrote:Hey deadly shadow stop being a dumbarse. what link are you even talking about?
your the fucking dumb ass you piece of shit u mess with ne one in the hex clan and u mess with the whole clan and deadly shadow knows more about modding that boll and phforslayer combined so back up yer statements u fucking noob
N-O F-L-A-M-I-N-G, sorry gimpy but seems like these guys are determined to spam ur thread
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Post by dalecooper »

The Gimpy Llama wrote:*Sigh*, i dont suppose theres a chance that anyone can answer me and tell me how to make a warthog turret with secondary fire, is there?
It seems possible, but there is a whole crapload of things that need to be changed in the meta for the weapon. This ppf alters 500+ bytes, which is not a small thing. I started to go through and map them all before I realized how damn much of it there was. My suggestion, if you really want to make this happen, is to mod a copy of a map with this ppf; then open the two in Hex Workshop and start going through tracking the changes in the ghost weapon meta. It's extensive. I'm sure there are various details described (like whether the vehicle has a right click weapon, the delay for recharging, the reticle, the projectile, rate of fire, etc. etc.)
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Post by The Gimpy Llama »

eep, sounds like a lot of work for someone who doesnt even understand meta :cry: , but thanks for at least giving me a reasonable answer/suggestion, despite what other people do on this thread. On to figuring this stuff out...i hope
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Post by Edwin »

I think i might know a way,

1. batch extract the desired map.
2. copy all the weapon info for the plasma pistol over the weapon u wish to change, renameing appropriately.
3. re-build the map and edit the new weapon to fit desired specifications.
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Post by The Gimpy Llama »

but then id get a charge, not a secondary fire. Thanks for the suggestion, i might use that with other weaps, but im still trying to figure out the turret thing.


also, i know this might sound pretty dumb (i dont like the word n00bish) but once i find the meta offset for the ghost, how do i know when all the data stops? Is there a specific endpoint, or am i not even coming close to getting this whole meta thing? Please dont send me a description of meta and how to use it (thats what tutorials are for) just a simple "yes there is a defined endpoint" or "you are way off" answer would be great.
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Post by WaLKa »

instead of plasma pistol, use tank cannon
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Post by dalecooper »

The Gimpy Llama wrote:eep, sounds like a lot of work for someone who doesnt even understand meta :cry: , but thanks for at least giving me a reasonable answer/suggestion, despite what other people do on this thread. On to figuring this stuff out...i hope
Meta's not as complicated as people make it out to be... then again, it's more so. What I mean is, there's no special trick to "getting" meta. It's just a long string of information about a thing in the game, usually broken up into 8 or 16 character pieces of information. For example, one 8 character section might tell Halo where to find the reticle information for a gun. The next section might tell it how many bullets to fire in a given amount of time. Swapping both of these with the same pieces of meta for another weapon will give you an assault rifle with a sniper rifle reticle, that only fires one bullet at a time. Some pieces of information are pointers, like the reticle and bitmap stuff; others are values, like rate of fire, damage, area of effect, and so forth.

People who "know" meta have just stared at it long enough to start to see patterns. More or less, they see the difference between pointers and values, because they look kinda different in hex. But there's no trick to it other than that. No matter how much meta you've stared at, it's still basically trial and error to figure out which parts mean what. One of the easiest ways to approach it is to take two equivalent things (like an assault rifle and a sniper rifle) and start swapping pieces of meta from one to the other, making sure to put a copied piece in the same place in the other weapon's meta. Then load up Halo and see what it does. All it takes is tenacity, the willingness to keep writing down what you find out. I *can* do this, but I rarely do... it's boring, mainly, and relative to the results that I get, doesn't seem worth it. But I appreciate the pioneers who are willing to mess with this stuff. Once you comb through weapon or vehicle meta a dozen times, you start to remember where pieces of information go - how it's ordered. That's when you're "good at meta," as far as I can tell.

Another approach, what I often do, is what I mentioned before. Apply somebody else's meta ppf, then do a compare and contrast. Some ppf's, this is very easy. I taught myself how to make vehicles fly from BOLL's ppf that makes all vehicles fly on any map. Now I can make any vehicle I want fly without affecting the others, even on maps I've rebuilt. Not a great feat - it was his work after all - but it gives me a leg up. Similar concept applies here: just put in this ghost weapon ppf (a real doozy, as I said) and start looking at what they changed. If you don't know meta at all, it will be literally copying down changes and the positions they occur at. Then trying the same thing with the warthog weapon. And I forewarn you, it still may not work. But it's something to tackle.

Meta length is listed in IronForge's offset lists. That's how you can find out the total length. Once you start looking at meta for a couple of related objects, you'll start to realize what the beginning and ending tags look like.
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Post by The Gimpy Llama »

Ok, well, i started looking at the differences, still kinda unsure about the endpoint thing, but at least i have a bit of enthusiasm now that people start answering me

On a side note, i find it rather funny that i learned how to make ghosts fly from your di snow mod, and you from the patch.

Thanks for taking the time to answer me, and not flaming like some people do.
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Post by dalecooper »

The Gimpy Llama wrote: Thanks for taking the time to answer me, and not flaming like some people do.
Some people are a-holes... and frequently they flame because they don't actually understand what they are pretending to be masters of. If they start calling you a n00b a lot, that's a symptom. 8)
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Post by WaLKa »

yeah i hate flamers too, they should all go famer eachother, not here...
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Post by The Gimpy Llama »

heh, sorry if i sound a bit mean (ill call it......persistant) but if i could get an answer about if there is a definitive end to the meta for the weapons, or anything for that matter, im looking at meta but i dont know when one weapon's meta starts and one's stops. Again sorry if i missed something and im sounding mean, but it would be a lot easier on my brain if i got a quick answer.
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Post by seagoat »

well i know one thing you could do would be injecting something suck as the banshee meta over the warthog gun meta. but then u get it shooting plasma and im not sure how to change this without also changing the banshees gun. my question is, is the projectile referenced in the weapon meta, or does the projectile reference the weapon? and about meta, when there is an object pointer in the meta, it references another peice of the meta such as an effect right? well, how does it know where to end the meta that its referencing? if it references an offset, how does it know where to stop? i guess i dont know what im talking about.
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