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Secondary Fire without Guerilla
Posted: Fri Dec 21, 2007 2:02 pm
by gradinafrica
I've gained enough of an understanding of Halo's inner workings and the same for the programs that are used to mod halo. Could someone spill the beans about what goes on to add secondary fire to a weapon through using only a hex editor? I'm not able to get Guerilla because my internet is too slow, so I was wondering if someone could tell me how to add secondary fire the old fashioned way. Thanks.
Posted: Fri Dec 21, 2007 2:54 pm
by Andrew_b
you want to know the old fashioned way eh...
Guerilla. <--gives you best results.
Other. <--swaping plasma pistol yadadadada.
Posted: Fri Dec 21, 2007 6:35 pm
by Patrickh
MMMMMMMMMMM it would be possible without guerrilla....
most definately...
I will look into it...
*scurries away*
Posted: Fri Dec 21, 2007 7:02 pm
by conure
Patrickh wrote:MMMMMMMMMMM it would be possible without guerrilla....
most definately...
I will look into it...
*scurries away*
Very easily possible, just create a new chunk of the triggers and move all data after ti back the size of chunk. Basically what sparkedit does with duplicating objects.
Posted: Fri Dec 21, 2007 11:08 pm
by gradinafrica
conure wrote:
Very easily possible, just create a new chunk of the triggers and move all data after ti back the size of chunk. Basically what sparkedit does with duplicating objects.
kk, i sorta KINDA get what your saying there, but would it be too much trouble to post a more detailed tutorial in the tutorial section and link to it here for future reference? That would be awesome!
Posted: Fri Dec 21, 2007 11:28 pm
by Altimit01
Well aside from the special case of the scenario, I don't think I've ever seen someone add chunks in HPC. The only reason you can really get away with it in the scnr is because it's got a nice lovely buffer at the end of it for script data which so far hasn't been used to capacity. Think of it this way: the halo mapfile has many small pieces of data in it. Most of those meta's have extra pieces attached to them for reflexives. Those reflexives (among other things) are referred to in the meta with addresses (exact location in map). So if you suddenly add data in the middle of the file (which is what you'd be doing to add this kinda of fire), all of the addresses for after that point will be wrong. With sparkedit (and conure's chunk thingy
Posted: Sat Dec 22, 2007 1:04 am
by Patrickh
[quote="Altimit01"]Well aside from the special case of the scenario, I don't think I've ever seen someone add chunks in HPC. The only reason you can really get away with it in the scnr is because it's got a nice lovely buffer at the end of it for script data which so far hasn't been used to capacity. Think of it this way: the halo mapfile has many small pieces of data in it. Most of those meta's have extra pieces attached to them for reflexives. Those reflexives (among other things) are referred to in the meta with addresses (exact location in map). So if you suddenly add data in the middle of the file (which is what you'd be doing to add this kinda of fire), all of the addresses for after that point will be wrong. With sparkedit (and conure's chunk thingy
Posted: Sat Dec 22, 2007 11:15 am
by Andrew_b
Altimit: I was working with the xmls trying to add triggers. even though conure told me i was wasting my time

Posted: Sat Dec 22, 2007 12:40 pm
by Altimit01
Pure xml won't do the job itself. You have to add the actual data as well in the .meta. xml just keeps track of offsets because magic isn't the same for each map. The important stuff is playing with data in the .meta.
Patrickh, seems like it's worth a shot. Just keep in mind that the actual position of the reflexive data varies depending on other reflexives so once you have the data from guerilla testing you'll have to extrapolate for actual metas.
Posted: Sat Dec 22, 2007 12:43 pm
by Andrew_b
yes i know i would have to edit both the meta and xmls.