How do u place just a Rocket Hog Turret

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XeRoWaVe





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How do u place just a Rocket Hog Turret

Post by XeRoWaVe »

how do u place a rocket hog turret onto anything like the blood gulch base
[VC]CaptainValor




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Post by [VC]CaptainValor »

Follow the human turret tutorials in the context of the rocket turret I would imagine.
XeRoWaVe





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Post by XeRoWaVe »

where is that at
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Veegie




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Post by Veegie »

Maybe UNDER THE TUTORIALS SECTION!
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XeRoWaVe





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Post by XeRoWaVe »

MAYBE THAT LINK IS DEAD!!!!!!!!!!!!!!!!!!! to turret movement by Aztec its dead now... damnit
[VC]CaptainValor




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Post by [VC]CaptainValor »

Crap, I thought there were more than just that one...

Well search the forums, I remember a couple of topics about it in the past. Search for "human turret(s)".
mooseman2004





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Post by mooseman2004 »

I think u need to make the vehicle model realy small and then use the vehicle plugin in HMTv3 and click all the kill antenna, lower turret to ground, and turn off kill physics that all i know
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Veegie




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Post by Veegie »

Did you look at file.halomods.com?
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Post by TsukasaZero »

I beleive there is a tut at halo-mods.com.
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Post by halogodlex2 »

Okay, This is my first halohacking tutorial, so I hope I cover everything.

This tutorial will take you through moving around turrets in Blood Gulch.

Required Materials
Hex Editor
Outputs
SparkEdit
AXE - This is a hex editor, but it always crashes on me, so I use it for converting.
----------------------

Open up cache.003.map in your Hex editor, and open your BG output file.
Near the very top of the output file you should see:

=== INDEX ITEM 0 === (0x233B624)
Tag class 0: 'scnr' Scenario
Tag class 1: ''
Tag class 2: ''
Identifier: 0xE1740000
Filename Offset: 37001188 23497E4
Offset: 39983384 2621918
Raw Offset: 8068C318
Filename: levels\test\bloodgulch\bloodgulch
=== END INDEX ITEM 0 ===

Now in your Hex editor, go to the offset of the Scnr data, or 2621918.
Good job! you're in the Scenario structure! Now you have to find out what you want to move, and for this Tutorial, I have decided to move the turrets from Dmauro's Turret Mod.

Now then, The turret offsets for the scnr stuct ONLY are
a00 - Red Base
bb0 -Red Base
bf0 -Blue Base
c80 - Blue Base
1340 - Center

What you do to get to these in the regular cache is:
From the scnr offset, goto +(anything here)
so it would look like this in HHD Hex:

okay, we should now be here:
This is the placement info for one of the turrets at the red base.

Now open your cache file in SparkEdit, and open up AXE.
In AXE go to View--Show Base Converter
Now look here in your hex editor:

This is your X value
Take this and put it into the Hex: part of AXE's converter. Look in the Float: area and you should see 7.070632E+001. This means that X = 70.7 (the +001 means move the decimal over once)
Now you should be here:

Y= 85 0a be c2
Z= 23 bc cb 3f

Converted into Float value they are
Y = -9.502055E+001
Z = 1.591679E+000

So our Final X Y Z Coordinate values are
X = 70.7
Y = -9.5
Z = 1.5

Now go into SparkEdit and put those values into the x y z boxes, and press Find Coord. (make sure you are viewing in mesh mode)
Look for a little green point in the viewing area. That my friends is where the turret is located.
Now for changing. Find a good spot for the turret by messing with the find coord option. I used
94.1
-97.4
4.8
now go convert those back into hex by going to AXE's converter and putting in 94.1 in the float spot. Go up to hex and erase the last four 00's as they're not gonna be used. The left over data is the data you use to replace the old X value. Repeat for Y and Z. So now This:
Turns into this:

Good Job! You just moved the location of a turret! Now ftp cache003.map over and enjoy!
--------------------------------
and there you go the link isnt dead to prove it haha
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