UserMap Modding Help
- snakejknight
- Posts: 693
- Joined: Sun Jun 04, 2006 1:00 pm
- Location: North Hollywood California
![]() |
![]() |
![]() |
![]() |
UserMap Modding Help
Ok, so i've been at it for a few hours and i am a bit frustrated. For some reason none of the mods that i make appear when i load the game.
For example i changed clicked edit slots index entry for the banshees on valhalla. I changed them to elites and i did the same process to turn the spartan laser into a sparten. Then i set the z cord of the mongoose so that is would spawn in the air. I then re injected the map. Re hashed the file and resigned. It loaded just fine but when i got in game everything was the same as it was before.
I've cleared my cache, I've loaded other maps, and I've downloaded and successfully run usermap mods from here. What am i doing wrong?
For example i changed clicked edit slots index entry for the banshees on valhalla. I changed them to elites and i did the same process to turn the spartan laser into a sparten. Then i set the z cord of the mongoose so that is would spawn in the air. I then re injected the map. Re hashed the file and resigned. It loaded just fine but when i got in game everything was the same as it was before.
I've cleared my cache, I've loaded other maps, and I've downloaded and successfully run usermap mods from here. What am i doing wrong?
- snakejknight
- Posts: 693
- Joined: Sun Jun 04, 2006 1:00 pm
- Location: North Hollywood California
![]() |
![]() |
![]() |
![]() |
- grimdoomer
- Posts: 1440
- Joined: Mon Oct 09, 2006 4:36 pm
![]() |
Do not use any rehasher, this resigner does all that, I dont know why everyone thinks different.

AI Zones in MP | Ambiance | Gravemind Beta v1.1
Aumaan Anubis wrote:Grimdoomer. The first person ever to mod Halo 2 Vista.
- grimdoomer
- Posts: 1440
- Joined: Mon Oct 09, 2006 4:36 pm
![]() |
Try editing a 116kb file, ussally that size right after creation. Also do NOT use any other haser signer in conjunction with the Halomods one, that could be the problem.

AI Zones in MP | Ambiance | Gravemind Beta v1.1
Aumaan Anubis wrote:Grimdoomer. The first person ever to mod Halo 2 Vista.
- snakejknight
- Posts: 693
- Joined: Sun Jun 04, 2006 1:00 pm
- Location: North Hollywood California
![]() |
![]() |
![]() |
![]() |
- grimdoomer
- Posts: 1440
- Joined: Mon Oct 09, 2006 4:36 pm
![]() |
Do not use any other hashing/signing tool in conjunction with the Halomods signer, it does all that and it could be the rehasher that fucks things up.

AI Zones in MP | Ambiance | Gravemind Beta v1.1
Aumaan Anubis wrote:Grimdoomer. The first person ever to mod Halo 2 Vista.
- miinaturvat
- Readers Club
- Posts: 75
- Joined: Thu Apr 10, 2008 10:04 am
- snakejknight
- Posts: 693
- Joined: Sun Jun 04, 2006 1:00 pm
- Location: North Hollywood California
![]() |
![]() |
![]() |
![]() |
- grimdoomer
- Posts: 1440
- Joined: Mon Oct 09, 2006 4:36 pm
![]() |
The engine can only spawn so many objects, after that they don't spawn any more till some objects are destroyed/removed. Happend to me on Foundry when I replaced the 100 spawn points with spartens.snakejknight wrote:idk as a test i modded DeadLast. It worked fine. I was killing Spartans for an hour. I noticed that the only slots affected where in the 300's. None of the first ones where. Why is that? Does changing the value from original to edited or added change anything?

AI Zones in MP | Ambiance | Gravemind Beta v1.1
Aumaan Anubis wrote:Grimdoomer. The first person ever to mod Halo 2 Vista.
- mxrider108
- Posts: 456
- Joined: Thu Jun 29, 2006 6:39 pm
- Location: Cary, NC
- Contact:
![]() |
![]() |
I'm a little confused. Are you saying you replaced objects on my map with bipeds (Spartans), or that you just played my map and were "killing Spartans" -- as in playing online and getting kills? Either way, the fact that the objects don't begin to show up in Sandbox till around slot 300 is just because of how Forge saves the usermaps. Most of the first slots are set to "reserved," then there are still a bunch of null slots before it actually starts filling them in with the "added" ones. Not sure why, but it's how Halo 3 works, not Sandbox.snakejknight wrote:idk as a test i modded DeadLast. It worked fine. I was killing Spartans for an hour. I noticed that the only slots affected where in the 300's. None of the first ones where. Why is that? Does changing the value from original to edited or added change anything?
I don't think that's what he meant. I think he meant it in terms of slots in Sandbox.grimdoomer wrote:The engine can only spawn so many objects, after that they don't spawn any more till some objects are destroyed/removed. Happend to me on Foundry when I replaced the 100 spawn points with spartens.
- snakejknight
- Posts: 693
- Joined: Sun Jun 04, 2006 1:00 pm
- Location: North Hollywood California
![]() |
![]() |
![]() |
![]() |
thank you mxrider108! that was the kind of response i was looking for, i just didn't know it.
I changed some of your trees to spartans. It worked fine. but when i changed the banshee or frag grenades in my own map nothing happened. Do i need to change the value to added or just use slots 300 (or so) and up?
I changed some of your trees to spartans. It worked fine. but when i changed the banshee or frag grenades in my own map nothing happened. Do i need to change the value to added or just use slots 300 (or so) and up?
- mxrider108
- Posts: 456
- Joined: Thu Jun 29, 2006 6:39 pm
- Location: Cary, NC
- Contact:
![]() |
![]() |
Ah! If you are changing objects, make sure you change stuff that was originally added via Forge. If you try to change "original" or "reserved" stuff that becomes problematic (I can explain how, but it's a bit complicated). Make sure you only change stuff listed as "Added" to be sure it will actually show up.snakejknight wrote:thank you mxrider108! that was the kind of response i was looking for, i just didn't know it.
I changed some of your trees to spartans. It worked fine. but when i changed the banshee or frag grenades in my own map nothing happened. Do i need to change the value to added or just use slots 300 (or so) and up?
- grimdoomer
- Posts: 1440
- Joined: Mon Oct 09, 2006 4:36 pm
![]() |
Ohh I don't use Sandbox, I use my own app that only displays slots that are in use so thats what happend for me.mxrider108 wrote:I don't think that's what he meant. I think he meant it in terms of slots in Sandbox.grimdoomer wrote:The engine can only spawn so many objects, after that they don't spawn any more till some objects are destroyed/removed. Happend to me on Foundry when I replaced the 100 spawn points with spartens.

AI Zones in MP | Ambiance | Gravemind Beta v1.1
Aumaan Anubis wrote:Grimdoomer. The first person ever to mod Halo 2 Vista.
- mxrider108
- Posts: 456
- Joined: Thu Jun 29, 2006 6:39 pm
- Location: Cary, NC
- Contact:
![]() |
![]() |
- grimdoomer
- Posts: 1440
- Joined: Mon Oct 09, 2006 4:36 pm
![]() |
Well it was designed with the intention that the user would know wtf there doing, but I guess I could fix up a version for the public.mxrider108 wrote:Oh ok. Hey do you have any plans to release your app? Some different options when it comes to usermap editing would be great for people to have.grimdoomer wrote:Ohh I don't use Sandbox, I use my own app that only displays slots that are in use so thats what happend for me.

AI Zones in MP | Ambiance | Gravemind Beta v1.1
Aumaan Anubis wrote:Grimdoomer. The first person ever to mod Halo 2 Vista.