active scenery? changing the train to a pelican etc.

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lonelymodder





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active scenery? changing the train to a pelican etc.

Post by lonelymodder »

i was wondering how do i make a pelican or anything else spawn instead of the termianal because whenever i change the dependency in the scenerio tag of ze train my map crashes?
XxSilencedDeathxX





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Post by XxSilencedDeathxX »

Try changing the hlmt.

-Silenced
lonelymodder





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Post by lonelymodder »

sorry that wasnt a good example what i meant was how do i add scenery that mover around a set path for example the oracle in backwash how do get something to do that just fly around the map?
XxSilencedDeathxX





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Post by XxSilencedDeathxX »

Here's a good active scenery tut by Viral, except you do it for terminal and a pelican:

Halo 2: Active Scenery Tutorial -By Viral

This Tutorial will show you step by step how to make a Banshee continually fly accross Coagulation. (automaticly)

Difficulty: 7/10



Step 1: Required Materials

- Modded Xbox
- FTP access
- Insolence
- DotHalo
- DarkMatter (correct version, HERE.)


Step 2: Duplicating Proj

First off, we need to open the program, Insolence.

After it is opened, you must open "coagulation.map". Let Insolence load the map. After it's loaded, scroll down, until you reach the "proj" tag.

On the Proj tag, scroll down to the string: objects\weapons\support_high\rocket_launcher\projectiles\rocket"

Once Highlighted, and there is a small "edit" image next to the string, right click it. Click "Duplicate."

Let Insolence Load, and once it's done, Continue.


Step 3: Duplicating itmc

Great Job, your this far. Now, in Insolence, scroll down to the "itmc" tag. Once your there, click on it, and go down to the string: "multiplayer\single_weapons\rocket_launcher"

Highlight it, and then right click. Press "Duplicate".

Let Insolence Load. Now, once it's done, you now have 2 additional strings added to the map. They will both end in a "2", signifying that they are different, and "copies" of the original string.



Step 4: DarkMatter

Ok, now at the top of this tutorial, you are told that you have to have a certain type of version. I honestly don't know why that is, but it's vital that you have THIS version.

Once DarkMatter is opened, you need to open your map by pressing: File>Open. Open up coagulation.map

Now, once you have coagulation opened, scroll down to the "proj" tag.



Step 5: Changing the hlmt of proj

Now that you have the proj tag opened, you need to scroll down to your duplicated string, ending in "rocket2".

On the right, you will see a dependency button. Click that Button.

You will be given a list of different strings. at the VERY top, you will see a string named:

"hlmt - objects\weapons\support_high\rocket_launcher\projectiles\rocket\rocket"

Simply change that to:

"hlmt - objects\vehicles\banshee\banshee"

by highlighting the string, and changing the STRING, navigating through the text bar.

Once you've done that, press "Swap Meta Reference"

**NOTE: DO NOT CHANGE THE TAG!!! THIS IS VERY IMPORTANT

Ok, now your done with that. Exit out of the PROJ tag, and move to the "itmc" tag.



Step 6: Changing the weap of itmc

You've made it this far!

This next part is very like the previous part. You just need to swap the string, but you ALSO need to swap the tag.


Once you've gotten the itmc TAG up, navigate yourself down to "multiplayer\single_weapons\rocket_launcher2"

Highlight that string, and then at the right, click "dependencies" so you can edit the string.

YOU WILL SEE ONE STRING. It will be set to a weap tag.

Just simply highlight the string, and then at the bottom of that window, you will see some text boxes. In the tag box, you'll need to find "proj" DON'T PRESS SWAP STRING!!!

Now, RIGHT after you've switched it to "proj" you'll need to switch the stringbox. Navigate through the drop down box until you come to: "proj - objects\weapons\support_high\rocket_launcher\projectiles\rocket2"

Click "Swap Meta Reference".



Step 7: scnr Swapping

Now, get out of the "itmc" tag.

Get to the "scnr" tag, and highlight the ONE string. At the right, press "Dependencies".

Scroll Down through ALL the strings, until you get to some frag gernade strings marked as: "itmc - multiplayer\single_weapons\frag_grenades".

There are MANY of them, so just click the FIRST ONE.

Now, you simply must make ANOTHER "string swap" to: "itmc - multiplayer\single_weapons\rocket_launcher2"

**DON'T SWAP THE TAG!!



Step 8: The "Fun" Part

Ok, you need to exit out of the "scnr" tag, and get it so nothing is highlighted. Now, near the bottom left of DarkMatter, you will see a button labled: Meta Editor.

Click It.

Simply Click on the "scnr" tag, and then click on the one string beneath it.

A bunch of tabs will come up to the right. Wait for it to load completely.

Now, navigate through the tabs, until you find the tab: "collections" (NOTE: It's by a tab called "KOTH?")

Now, once this tab is loaded, there will be many text boxes, edit them as follows:


There is a text box with a number on it. (the FIRST box) Change the value to "23"

Now, go down to: Spawn Time
Change the Value to: 10




Step 9: Coordinates

Now, this is a fun part. You get to choose where your banshee will spawn! Using a program called "CordFinder" (In a tutorial soon to come) you can easily find a coordinate anywhere in the map.

However, for this tutorial, we'll give you set coordinates.

In X, type: 65.0568
In Y, type: -120.128
In Z, type: 35

the Z coordinate is different. This is the "height" of the banshee. I've read some other tutorials, but I'm just going to give this to you: 35 is a good height. It reaches above the mountains, but it's not too high.



Step 10: Yaw, Pitch, and Roll

These are difficult.

These three values tell the following:

Yaw: The Direction in which the vehicle is going. This is a "trial and error" part.

Pitch: This is the "flip" value. Different values will tell it which way the vehicle is facing. Think of this as a front flip. It will stay anywhere within 360 degrees.

Roll: This is self explanitory.

NOW, ONCE FINISHED, YOU CAN CLICK "SAVE CHANGES" (at the bottom of the window) and then your done!



Step 11: Sign, FTP, and Play!

Now, Sign your map. Tools>Sign.

FTP

and Play!

-Silenced x_X
lonelymodder





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Post by lonelymodder »

great tut but one problem there is no collections thingy on the tabs. have i got the wrong version?
XxSilencedDeathxX





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Post by XxSilencedDeathxX »

No, you just need the new scnr plugin for DArk Matter found here. Press Meta Editor, and than select the string in the scnr tag.

-Silenced
lonelymodder





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Post by lonelymodder »

good news and bad new whenever i try and save changes it doesnt save them so its just constanly crashes into a wall :x but it does respawn :D just in the wrong place. how can i fx this?????

edit: i just figured out that dark matter just brakes if i hit save changes so all i have now is a banshee/rocket that blows up every 45 seconds. is there a new version of dark matter?
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Post by XxSilencedDeathxX »

lonelymodder





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new problem!!

Post by lonelymodder »

well i got it to spawn in yhe right place but now i have a new problem :(
i injected the covenant mortar gun from old mombassa and it doesnt spawn! plus my map crashes after exactly 10 seconds! (the span time i put!) what am i doing wrong!
RadisH





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Post by RadisH »

XxSilencedDeathxX wrote:Step 9: Coordinates

Now, this is a fun part. You get to choose where your banshee will spawn! Using a program called "CordFinder" (In a tutorial soon to come) you can easily find a coordinate anywhere in the map.

However, for this tutorial, we'll give you set coordinates.

In X, type: 65.0568
In Y, type: -120.128
In Z, type: 35

the Z coordinate is different. This is the "height" of the banshee. I've read some other tutorials, but I'm just going to give this to you: 35 is a good height. It reaches above the mountains, but it's not too high.



Step 10: Yaw, Pitch, and Roll

These are difficult.

These three values tell the following:

Yaw: The Direction in which the vehicle is going. This is a "trial and error" part.

Pitch: This is the "flip" value. Different values will tell it which way the vehicle is facing. Think of this as a front flip. It will stay anywhere within 360 degrees.

Roll: This is self explanitory.
have do all steps, but not see nothing. i thing only my error is i put an wrong Yaw direction, i thing my Yaw direction is out of the map. have try some direction but nothing. please some one can suggest me one 100% Yaw direction? like red base-->blue base or any other direction.

tnx!
XxSilencedDeathxX





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Post by XxSilencedDeathxX »

If your in coag, use the banshee's, except reverse it so it's facing forward. (Ex. Banshee Yaw = 5. Your Yaw should be -5 and that should be good)
lonelymodder





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Post by lonelymodder »

what?
that is nothing to do with what i said!
ok got the cov mortar tower and put it in to terminal then i spawned through a duped itmc did all the steps and now it my map crashes 10 seconds after i have seen it respawn and is not interrefiring with the bsp i made it sapwn in the air.
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