[Mod Package] Halo 2: Combat Evolved FINAL RC2

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XD




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Post by XD »

Ah, I looked in the unknowns in insolence, and saw that 9.38... was recurring in power weapons in an unknown offset in SCNR. I just set all of those values to 0. That was it.
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Post by TfAv1228 »

WOHO ME AUTOPATCHER IS FAMOUS LOL

BTW u could make a custom 1.0 XBE using my Halo2USE soon to be updated and working better to Boot like sharCE.map and CEmenu.map and a different maps folder like CEs if you would like just a suggestion
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Post by NBALakers8 »

I don't know if its just me or not, but it took me 16 shots with the pistol directly in the head to kill the other person. To me that doesn't seem like Halo combat evolved.
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Post by XD »

You need to remove the 1.1 update. That's always the problem if something didn't work correctly. Don't blame it on H2:CE, H2:CE is fine.
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Post by jkjk »

XD wrote:Ah, I looked in the unknowns in insolence, and saw that 9.38... was recurring in power weapons in an unknown offset in SCNR. I just set all of those values to 0. That was it.
I didn't see the unknowns. Which plugin set did you use?
How were the respawn times by doing it this way? I tested this with TfAv's collection prog and the respawn time on the ES and Shotty in Midship was 10-15 secs which was too short.
I'd like to see more XBC mods and less projectile mods!
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Post by XD »

Gotta go into dev mode and change undefined ones into floats in the plugin, of course.
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Post by joey12344 »

XD your my hero btw im HiT dyrre and my xbc tag is dyrre we played before it just rockes does this mod oh any h2ce.cjb.net is down ATM y is this XD ?
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Post by XD »

http://s12.invisionfree.com/h2ce is the alternative address for it.
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Post by marine2 »

what is the difference between the two downloads?
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Post by Can Not »

Give the banshee the fuel rod cannon.

halo1 - banshee overpowered, w/ sheild armour system
halo2 - banshee inferior, w/ independant armour system BUT NO FUEL ROD CANNON

This is about balance, right? Give the banshee the fuel rod gun and it will be balanced.
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Post by Zigen »

for what? nothing is about balance just a mp mod with alot of sp stuff cramped in it
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Post by themacawguy »

this is no fun at all, i played halo 1 religiously, and halo 2 is still more fun
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Post by Can Not »

Infection4389 wrote:for what? nothing is about balance just a mp mod with alot of sp stuff cramped in it
...taking the good things about Halo 1 over Halo 2, putting them in Halo 2, and overall making the game more skillful and balanced.
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Post by Zigen »

Can Not wrote:
Infection4389 wrote:for what? nothing is about balance just a mp mod with alot of sp stuff cramped in it
...taking the good things about Halo 1 over Halo 2, putting them in Halo 2, and overall making the game more skillful and balanced.
heh crap wrong topic lol i was thinking about the other mod lol. Sorry eheh. The longlive sp one
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Post by XD »

The two mods are completely different man. You confused the stuff for H2:CE with LongLiveSP, that's all. Don't know how that happened... but yeah...

Just to tell you guys as an update... fall damage is already implimented for the next version. *runs*
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Post by XD »

Alright... a little coming soon.

Halo 2: Combat Evolved v2.25
* FALLING DAMAGE!!!
* New Pistol skin
* Original Pistol Reticle
* All power weapons have new timers to go with respawning the same as all of the other weapons do (some were at 15s in v2, eek!). All rockets are 120+, all snipers/powers/shotguns/swords are 60+. Therefore, most power weapons you will need to wait at least a minute to get your hands on
* Bugfixes:
- Overshields don't spawn in no shield games anymore. This would result in a nasty invincibility bug for no shield games
- No double pistol with weapon sets
- Added weapons don't show up on weapon sets anymore, they now show up as the correct weapons

I'm almost done this version guys.

A couple more videos...

Map Specific Item Spawns Video (2.25)
http://rapidshare.de/files/4481203/H2CE ... P.avi.html

Spectral G's 'Reborn' Montage (2.0)
http://rapidshare.de/files/4323692/Rebo ... s.wmv.html
(This montage seems to show things off pretty well. Most of it is focused on sticks and noscopes, but there's some good footage of H2:CE gameplay in there.)
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Post by jkjk »

XD wrote:Gotta go into dev mode and change undefined ones into floats in the plugin, of course.
Thx. It would be cool if you posted your plugin so I don't have to do that. Your new version sounds cool. One last thing you should add is to have an OS and Camo in every level.
How'd you change the respawn times?
I'd like to see more XBC mods and less projectile mods!
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Post by XD »

It's a value in SCNR collection for a plugin that you don't have. :roll: You might find it in a plugin somewhere. The itmc time doesn't override the original ones, I think, the SCNR ones are the ones you're really looking for if you want to change respawn times.
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Post by xbox7887 »

jkjk heres a plug to change item spawn options. its a blue guerilla plug for adi so just save it as "scnr.xml" and put in the tag templates folder

Code: Select all

<struct name="Scenario" size="992" info="">
 <struct name="Collections" offset="288" size="144" info="Respawning objects.">
  <value class="" name="Object Type" offset="20" type="short" info=""/>
  <value class="" name="Collection" offset="0x58" type="dependency" info=""/>
  <value class="" name="Object Properties" offset="0x0" type="enum16" info="Object Properties">
   <option name="Default?" value="0"/>
   <option name="Suspended" value="1"/>
   <option name="Vehicle?" value="2"/></value>
  <value class="" name="Spawn one at a time" offset="18" type="enum16" info="">
   <option name="No" value="0"/>
   <option name="Yes" value="1"/></value>
  <value class="" name="Respawn Time" offset="0x0e" type="short" info=""/>
  <value class="" name="Disappear Time" offset="0x10" type="short" info=""/>
  <value class="" name="X" offset="64" type="float" info=""/>
  <value class="" name="Y" offset="68" type="float" info=""/>
  <value class="" name="Z" offset="72" type="float" info=""/>
  <value class="" name="Yaw" offset="76" type="float" info=""/>
  <value class="" name="Pitch" offset="80" type="float" info=""/>
  <value class="" name="Roll" offset="84" type="float" info=""/>
 </struct>
</struct>
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Post by Zigen »

xbox7887 wrote:jkjk heres a plug to change item spawn options. its a blue guerilla plug for adi so just save it as "scnr.xml" and put in the tag templates folder

Code: Select all

<struct name="Scenario" size="992" info="">
 <struct name="Collections" offset="288" size="144" info="Respawning objects.">
  <value class="" name="Object Type" offset="20" type="short" info=""/>
  <value class="" name="Collection" offset="0x58" type="dependency" info=""/>
  <value class="" name="Object Properties" offset="0x0" type="enum16" info="Object Properties">
   <option name="Default?" value="0"/>
   <option name="Suspended" value="1"/>
   <option name="Vehicle?" value="2"/></value>
  <value class="" name="Spawn one at a time" offset="18" type="enum16" info="">
   <option name="No" value="0"/>
   <option name="Yes" value="1"/></value>
  <value class="" name="Respawn Time" offset="0x0e" type="short" info=""/>
  <value class="" name="Disappear Time" offset="0x10" type="short" info=""/>
  <value class="" name="X" offset="64" type="float" info=""/>
  <value class="" name="Y" offset="68" type="float" info=""/>
  <value class="" name="Z" offset="72" type="float" info=""/>
  <value class="" name="Yaw" offset="76" type="float" info=""/>
  <value class="" name="Pitch" offset="80" type="float" info=""/>
  <value class="" name="Roll" offset="84" type="float" info=""/>
 </struct>
</struct>
hey cool this is nice , im
going to use this its pretty useful :D
thankx
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