Arbiter in MP!
Arbiter in MP!
Ok before I screw up my headlong map which i've been working on for ages and have screwed it up many times, last time I made players hunters by using this tut: NOTE I DID NOT MAKE THIS TUT
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 rape 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.
But all players playing as elties got a black screen, so before I make people play as the arbiter will it give them a black screen, heres the arbiter tut: I *did* not make this one either!
Step 1- Open Maps
First, open Insolence. 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.
Step 2- Drag & Drop
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, 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
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.
Step 4- Swap Elite's Object Properties
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. 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\dervish\dervish". Click somewhere in the empty area of the plugin to finalize the change. Close the elite_mp.bipd tag.
Step 5- Fixing Stuff
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.
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" repectively. Make the last two shaders "objects\characters\elite\shaders\overshield_fp" and "objects\characters\elite\shaders\overshield" respectively.
Step 6- Change the Elite's FP Models
Open the global.matg tag with the IFP plug-in. It has the following path: globals/globals.matg. Switch to "Dev Mode". Under the Reflexives, click on the "Unknown" that is right underneath "Player Information" (unknown8). 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. 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. 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. Close the globals.matg tag.
Step 7- Fix Encryption
Select "Fix Map Encryption" 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!
Thanks,
-Alex
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 rape 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.
But all players playing as elties got a black screen, so before I make people play as the arbiter will it give them a black screen, heres the arbiter tut: I *did* not make this one either!
Step 1- Open Maps
First, open Insolence. 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.
Step 2- Drag & Drop
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, 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
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.
Step 4- Swap Elite's Object Properties
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. 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\dervish\dervish". Click somewhere in the empty area of the plugin to finalize the change. Close the elite_mp.bipd tag.
Step 5- Fixing Stuff
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.
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" repectively. Make the last two shaders "objects\characters\elite\shaders\overshield_fp" and "objects\characters\elite\shaders\overshield" respectively.
Step 6- Change the Elite's FP Models
Open the global.matg tag with the IFP plug-in. It has the following path: globals/globals.matg. Switch to "Dev Mode". Under the Reflexives, click on the "Unknown" that is right underneath "Player Information" (unknown8). 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. 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. 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. Close the globals.matg tag.
Step 7- Fix Encryption
Select "Fix Map Encryption" 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!
Thanks,
-Alex
- xXxCocoFangxXx
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what question is that?

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i did there is no question

Halo 2 Plugins | Lock-on To Just About Anything | My Sites | Snow Hog
Old Plugins you have, upgrade you must...
Always Maintain a High Quality-To-Crap Ratio.
OMG.. read english... his question is:
if he put the arbiter into his map by following the second tutorial, will it just give players a black screen like it did when he put the hunter in the same map using the first tutorial
In case you got lost reading my post, the part referring to his question is in BOLD
if he put the arbiter into his map by following the second tutorial, will it just give players a black screen like it did when he put the hunter in the same map using the first tutorial
In case you got lost reading my post, the part referring to his question is in BOLD
i think it would be good to point out that he never said the words
if he put the arbiter into his map by following the second tutorial, will it just give players a black screen like it did when he put the hunter in the same map using the first tutorial
in his post anywhere
if he put the arbiter into his map by following the second tutorial, will it just give players a black screen like it did when he put the hunter in the same map using the first tutorial
in his post anywhere

Halo 2 Plugins | Lock-on To Just About Anything | My Sites | Snow Hog
Old Plugins you have, upgrade you must...
Always Maintain a High Quality-To-Crap Ratio.
what you said mad little/no sense thats why there was only 1 person who understood you

Halo 2 Plugins | Lock-on To Just About Anything | My Sites | Snow Hog
Old Plugins you have, upgrade you must...
Always Maintain a High Quality-To-Crap Ratio.
well its was your question i dont care if theres only one person who can be bothered reading through all that gibberish to find a question
mods please lock this is pointless now
mods please lock this is pointless now

Halo 2 Plugins | Lock-on To Just About Anything | My Sites | Snow Hog
Old Plugins you have, upgrade you must...
Always Maintain a High Quality-To-Crap Ratio.
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Agreed and I have just reported the topic as being a pointless flame war.xzodia wrote:well its was your question i dont care if theres only one person who can be bothered reading through all that gibberish to find a question
mods please lock this is pointless now
and xeyrious or whatever your name is make a back up of your map so you have a backup and a map that you are working on, don't overwrite the backup till you know that your orignal works.
-Doom

Sig over three lines of text. <--- lik wtf? mods make my sig 4 lines of text, then they letz tis slide as GTAF says, and den dey delete it? likwtf?