Flamethrower and Energy Sword usable in SP?
Flamethrower and Energy Sword usable in SP?
I'v ebeen searching around and going through tutorials, and I still can't figure out how to get the flamethrower and Energy Sword into an SP map. So far I can only to basic stuff, like projectile swapping and model swapping. I have HHT5 and HMT3.5 if it matters...
Any help will be really appreciated. Sorry if there is a thread on this somewhere; I did search and I couldn't find it.
Also, regarding the Gravity gun, there's no way to make that usable in SP or MP, right? There's no FP model, projectiles, or any form of effect. Appears all they left was the TP model and the skin...
Any help will be really appreciated. Sorry if there is a thread on this somewhere; I did search and I couldn't find it.
Also, regarding the Gravity gun, there's no way to make that usable in SP or MP, right? There's no FP model, projectiles, or any form of effect. Appears all they left was the TP model and the skin...
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Regarding the Energy Sword/Flamethrower,
To make the energy sword usable, you have to download Phenomena's weapon plugin. After that, uncheck "Detonates when Dropped" under the energy sword tag in the [weap] section (to stop it from blowing up when you kill and elite with one), then change the Weapon ID to "Plasma Rifle" (To make it usable).
To make the flamethrower useable, you would first have to PMI it into the SP level, then swap another weapon with it (so it appears ingame).
Regarding the Gravity Rifle,
Even though the Gravity Rifle has no First Person Model, it can still function. It just has no animation/model when you hold it. And yes, it DOES have a projectile, it fires flames (like the flamethrower).
To make the energy sword usable, you have to download Phenomena's weapon plugin. After that, uncheck "Detonates when Dropped" under the energy sword tag in the [weap] section (to stop it from blowing up when you kill and elite with one), then change the Weapon ID to "Plasma Rifle" (To make it usable).
To make the flamethrower useable, you would first have to PMI it into the SP level, then swap another weapon with it (so it appears ingame).
Regarding the Gravity Rifle,
Even though the Gravity Rifle has no First Person Model, it can still function. It just has no animation/model when you hold it. And yes, it DOES have a projectile, it fires flames (like the flamethrower).
flames that send vehicles and unsuspecting grunts into the air!! hahahaha!!!
ASPARTAME: in your diet soda and artificial sweeteners. also, it's obviously completely safe. it's not like it will cause tumors or anything. >.>
always remember: guilty until proven innocent
always remember: guilty until proven innocent
really? when i swapped the gravity gun for the assault rifle in bloodgulch and shot a warthog, it went flying...
all i did was s imple hex edit too...
all i did was s imple hex edit too...
ASPARTAME: in your diet soda and artificial sweeteners. also, it's obviously completely safe. it's not like it will cause tumors or anything. >.>
always remember: guilty until proven innocent
always remember: guilty until proven innocent
Thanks. I'm going to have read a little bit more before I figure out PMI. I get confuse with the whole injecting/extracting/meta stuff. Also, how would I go about swapping it for another weapon? Would I take the meta tag at the top of the screen, copy it, and paste it over the one for the plasma pistol and click save? Also, will enemies respond properly to the Flamethrower? Will Grunts run around screaming and on fire? OR will I have to modify the [coll] stuff for that? Heh - this would be a lot of fun on either Halo, AotCR, or Silent Cartographer (sp?). Maybe I should make a PPF for my friends or anyone else who wants it if I manage to get it to work.L33T wrote:Regarding the Energy Sword/Flamethrower,
To make the energy sword usable, you have to download Phenomena's weapon plugin. After that, uncheck "Detonates when Dropped" under the energy sword tag in the [weap] section (to stop it from blowing up when you kill and elite with one), then change the Weapon ID to "Plasma Rifle" (To make it usable).
To make the flamethrower useable, you would first have to PMI it into the SP level, then swap another weapon with it (so it appears ingame).
Regarding the Gravity Rifle,
Even though the Gravity Rifle has no First Person Model, it can still function. It just has no animation/model when you hold it. And yes, it DOES have a projectile, it fires flames (like the flamethrower).
I assume theres no FP model for the sword. Any way I could inject an FP model? Has someone designed one using the same number of vertices as some other FP model? Could I download that, replace the needler FP model (since I don't use needlers) with this new one, and then set the FP model of the sword to the needle FP model?
When I clicked the GRavity Gun in Blood Gulch, it didn't seem to have any attributes. Everything was nulled out. I didn't see any projectiles set, nothing. Has anyone have a fully functional one I can PPF into Halo CE?
Sorry if these are n00b questions, but I just started modding 2 days ago, and I've just been trying to suck in all the advice from the tutorials around here. Thanks for any and all help - my little brother will be thrilled if I get this stuff working and show him (and I'll have some fun too

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I'm pretty sure the enemies would respond correctly, I haven't tried it myself, though.
To make an FP model for the sword, you have to duplicate the Plasma Rifle FP's mod2 meta, then inject a custom model of an energy sword over it. I think Knave wrote a tutorial about doing this. I'll try to find it.
To make an FP model for the sword, you have to duplicate the Plasma Rifle FP's mod2 meta, then inject a custom model of an energy sword over it. I think Knave wrote a tutorial about doing this. I'll try to find it.
Thank you very much, I'll try to find that tutorial. FO rnow I'm just going to work on injecting the falmethorwer and save the rest for a little later. Take it one step at a time. I found a really good PMI tutorial for putting a pelican in Blood Gulch, so I suppose I could apply the same concept just backwards (MP->SP instead of SP->MP...)
Okay I've been working on doing this based on this tutorial. Except rather that extracting the pelican model from an SP map, I'm extracting the FP and TP model of the Flamethrower from Blood Gulch. And I'm rebuilding silent cartographer.
I'll see how it goes...
EDIT:
Okay, now I'm stuck. I did everything with the model de-crapping and BSP and such. I wound up with a file called b30.sbsp.meta which should have the flamethrower FP and TP models in it. I've been working off this tutorial: http://www.halomods.com/forums/viewtopic.php?t=23197. Now it says:
Find bloodgulch.sbsp.meta and copy it now go to your extract folder in 'new project' in there should be a folder called 'levels' double click it and inside should be a folder called 'test' double click that and a folder called 'bloodgulch' should be in there double click it and paste bloodgulch.sbsp.meta into there click yes when it ask's if you want to overwrite.
I have no test folder. I have many files, but no b30.sbsp.meta to replace. I have b30a and b30b though....
I'm thinking the tutorial I chose to base my work off wasn't the best one...
Maybe this was too complicated for my first real mod...
I'll see how it goes...
EDIT:
Okay, now I'm stuck. I did everything with the model de-crapping and BSP and such. I wound up with a file called b30.sbsp.meta which should have the flamethrower FP and TP models in it. I've been working off this tutorial: http://www.halomods.com/forums/viewtopic.php?t=23197. Now it says:
Find bloodgulch.sbsp.meta and copy it now go to your extract folder in 'new project' in there should be a folder called 'levels' double click it and inside should be a folder called 'test' double click that and a folder called 'bloodgulch' should be in there double click it and paste bloodgulch.sbsp.meta into there click yes when it ask's if you want to overwrite.
I have no test folder. I have many files, but no b30.sbsp.meta to replace. I have b30a and b30b though....
I'm thinking the tutorial I chose to base my work off wasn't the best one...
Maybe this was too complicated for my first real mod...
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- MasterNeoChief
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Wait! before you're messing up. SP rebuild needs you to rename the sbsp.meta to the first starting BSP of a level. for example, b30 is b30a.sbsp.meta (or something like that)
Then, go into b30 and replace the first loaded sbsp with the one you just renamed. You shouldn't use that tut though. Use the SP rebuild one. I'm trying to find it, but I can't find it... 0_o
Then, go into b30 and replace the first loaded sbsp with the one you just renamed. You shouldn't use that tut though. Use the SP rebuild one. I'm trying to find it, but I can't find it... 0_o
Just for the wonderful novelyy of lighting a grunt on fire.... ahh....deathkitten wrote:dunno why you want the flamethrower in sp..., whenever you kill someone (you have to use close range) if they drop grenades you die because it makes the grenades blow up, just like an explosion
Besides, there might be away to fizx the grenade blowing up issue, if not couldn't I just make it so enemies don't have them? Swap them for something else?