fuel rod gun freezes when trigger pulled
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- Posts: 15
- Joined: Mon Dec 19, 2005 3:54 am
fuel rod gun freezes when trigger pulled
i been putting in alot of ours on my mod for containment and got 4 to work out yet so far my only problem is my fuel rod cannon, i added extra zoom like a battle rifle swapped it in brute shots spawn point and i can't see hold x to pick up fuel rod put i can pick it up by walking over it like normal, i can zoom in and out walk around and all son as i go to fire it freezes and xbox needs to restart, i used insolence and drag dropped then used dot halo to mess with ammo a bit and i tried lowering ammo raiseing it still can't get it to fire everything else works though.
iam also drag/dropping from the map ::07a_highcharity.map
iam also drag/dropping from the map ::07a_highcharity.map
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- Posts: 5
- Joined: Sun Dec 18, 2005 1:14 pm
Im not sure what you have done wrong, but try this tutorial taken from r4nd0m's 'all in one' modding package, it worked for me.
Step 1- Open Maps
First, open Insolence. Once Insolence is open, go to the File menu, and select Open Map. Open the multiplayer map which you would like to add the weapon to. Also, open a single player map which contains the flak_cannon.weap tag.
For this tutorial, I'm going to move the flak cannon from 04a_gasgiant.map into lockout.map, so open both of those.
Step 2-Drag & Drop
In the 04a_gasgiant.map window, locate the flak_cannon.weap. If you prefer using the File Path view, the path is objects\weapons\support_high\flak_cannon\flak_cannon.weap. If you're used to the tags being sorted by their class, there is an option to switch the sorting method under the "Map Options" view. If you're using that view, the flak_cannon.weap will be near the bottom of the [weap] group.
Ok, once you find the flak_cannon.weap tag, left click it once to select it. Then Right click and Drag&Drop the tag into lockout.map.
Step 3-MoveBox
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-Update the FP Model Dependencies
Ok. The tag is now in the multiplayer map, but it was made for single player, so a few dependencies have to be updated. Locate the flak_cannon.weap again, using either tag class or file path view. The path is still objects\weapons\support_high\flak_cannon\flak_cannon.weap, even in lockout. This time, Double Click the tag to open it for editing with it's IFP. When a tag is open for editing, you will see tabs at the bottom of the tag editing half of the program.
The first player models (FP Models) need to be updated. These are dependencies, stored within a reflexive. This particular reflexive is only visible in "Dev Mode" (visibility is set to false in the .ifp). When you open the tag with the IFP "weap" Plugin, a list of reflexives will appear, but not FP Model, which is what we need. At the top of the plugin area, there is a label which says "Edit Mode", click on it to switch to "Dev Mode".
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Dev Mode allows the user to edit a lot more data, but most of it is unknown. Select the "FP Model" reflexive, and a combo box will appear. The combo box allows you to select which chunk of a reflexive you want to edit. The FP Model reflexive will have 2 chunks. Chunk 0 contains the FP Model and Animation information for Masterchief. Chunk 1 contains the FP Model and Animation for an Elite. Select chunk 0 first (it should be selected by default). If the model says "Nulled Out", double click to change it. The drop down list will contain all available models in the map, the new models we're looking for will be at the very bottom of the list.
Change the model in chunk 0 to objects\weapons\support_high\flak_cannon\flak_cannon.mode. Change the Animation to objects\characters\masterchief\fp\weapons\support_high\fp_flak_cannon\fp_flak_cannon.jmad. It is important that the reflexive chunk 0 contains the animation which says masterchief in the path, and chunk 1 contains the animation which says dervish in the path (the dervish model is the arbiter, but shares nearly all animations with elite_mp). Once chunk 0 and chunk 1 both contain their appropriate models & animations, close this tag.
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Step 5-Getting the Weapon in the Game
Now the weapon has to be placed into the game play somehow. There are many ways to do this. The easiest way to do this is to open an [itmc] tag and change the dependency to the new flak_cannon.weap. I like to swap it with the shotgun. Locate and open the multiplayer\single_weapons\shotgun.itmc tag by Double Clicking on it. Select the Item Permutations reflexive. Select the visible dependencies option.
Change the dependency to the objects\weapons\support_high\flak_cannon\flak_cannon.weap tag. This will change anywhere that there was a shotgun in the map into the flak_cannon (there's only 1 in lockout). Changing the Magnum's itmc dependency to the flak_cannon would result in all 3 magnums in the level becoming flak_cannons.
Step 6-Fix Encryption
The last step is to fix the encryption on the map. This just requires selecting "Fix Map Encryption" from the Map Options menu. After that, close the map, and FTP it over to the xbox. Your flak_cannon will be ready and waiting.
Hope it works for you
Step 1- Open Maps
First, open Insolence. Once Insolence is open, go to the File menu, and select Open Map. Open the multiplayer map which you would like to add the weapon to. Also, open a single player map which contains the flak_cannon.weap tag.
For this tutorial, I'm going to move the flak cannon from 04a_gasgiant.map into lockout.map, so open both of those.
Step 2-Drag & Drop
In the 04a_gasgiant.map window, locate the flak_cannon.weap. If you prefer using the File Path view, the path is objects\weapons\support_high\flak_cannon\flak_cannon.weap. If you're used to the tags being sorted by their class, there is an option to switch the sorting method under the "Map Options" view. If you're using that view, the flak_cannon.weap will be near the bottom of the [weap] group.
Ok, once you find the flak_cannon.weap tag, left click it once to select it. Then Right click and Drag&Drop the tag into lockout.map.
Step 3-MoveBox
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-Update the FP Model Dependencies
Ok. The tag is now in the multiplayer map, but it was made for single player, so a few dependencies have to be updated. Locate the flak_cannon.weap again, using either tag class or file path view. The path is still objects\weapons\support_high\flak_cannon\flak_cannon.weap, even in lockout. This time, Double Click the tag to open it for editing with it's IFP. When a tag is open for editing, you will see tabs at the bottom of the tag editing half of the program.
The first player models (FP Models) need to be updated. These are dependencies, stored within a reflexive. This particular reflexive is only visible in "Dev Mode" (visibility is set to false in the .ifp). When you open the tag with the IFP "weap" Plugin, a list of reflexives will appear, but not FP Model, which is what we need. At the top of the plugin area, there is a label which says "Edit Mode", click on it to switch to "Dev Mode".
-------------------------------------------------------------------------------------------------------------------------------------------------
Dev Mode allows the user to edit a lot more data, but most of it is unknown. Select the "FP Model" reflexive, and a combo box will appear. The combo box allows you to select which chunk of a reflexive you want to edit. The FP Model reflexive will have 2 chunks. Chunk 0 contains the FP Model and Animation information for Masterchief. Chunk 1 contains the FP Model and Animation for an Elite. Select chunk 0 first (it should be selected by default). If the model says "Nulled Out", double click to change it. The drop down list will contain all available models in the map, the new models we're looking for will be at the very bottom of the list.
Change the model in chunk 0 to objects\weapons\support_high\flak_cannon\flak_cannon.mode. Change the Animation to objects\characters\masterchief\fp\weapons\support_high\fp_flak_cannon\fp_flak_cannon.jmad. It is important that the reflexive chunk 0 contains the animation which says masterchief in the path, and chunk 1 contains the animation which says dervish in the path (the dervish model is the arbiter, but shares nearly all animations with elite_mp). Once chunk 0 and chunk 1 both contain their appropriate models & animations, close this tag.
-------------------------------------------------------------------------------------------------------------------------------------------------
Step 5-Getting the Weapon in the Game
Now the weapon has to be placed into the game play somehow. There are many ways to do this. The easiest way to do this is to open an [itmc] tag and change the dependency to the new flak_cannon.weap. I like to swap it with the shotgun. Locate and open the multiplayer\single_weapons\shotgun.itmc tag by Double Clicking on it. Select the Item Permutations reflexive. Select the visible dependencies option.
Change the dependency to the objects\weapons\support_high\flak_cannon\flak_cannon.weap tag. This will change anywhere that there was a shotgun in the map into the flak_cannon (there's only 1 in lockout). Changing the Magnum's itmc dependency to the flak_cannon would result in all 3 magnums in the level becoming flak_cannons.
Step 6-Fix Encryption
The last step is to fix the encryption on the map. This just requires selecting "Fix Map Encryption" from the Map Options menu. After that, close the map, and FTP it over to the xbox. Your flak_cannon will be ready and waiting.
Hope it works for you

Caution - if a very fat man comes into your room and stuffs you in a large sack, dont worry, i told santa i wanted you for christmas 

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- Posts: 15
- Joined: Mon Dec 19, 2005 3:54 am
nope, i do really thank you for the help but it's still freezeing when the trigger is pulled. i have these mods so far in the map if it will help to figure it out. i got run fast mod, jump high mod, everyone jumps high mod, x wing in containment mod, turrets of ghost,warthogs shoot tank shot, wart hogs fly as can everyone else fly them, smg shoots sniper alien, battle rifle fully auto human sniper, rockets shoot out hogs, unlimited ammo to almost all weapons, hogs shoot rockets for horn and have boost, xwing shoots plasma gernade, shotgun shoots bruteshot, sniper shoots plasma gernade, brute plasma shoots plasma gernades to.
it's my first fully modded map i think for self learning everything i'm off to pretty good start i just got 2 problems i can't dro /drag over the pelican the insolence just won't transfer it, i looked at all tuts left the comp alone for over hours and the move box was still up on the same pelican file never moved, now the flak cannon or fuel rod i was able to transfer in seconds. and it's great i got it in game everything just when i pick it uup all i see is the recticle no gun in hand through the hud and i can zoom and all but soon as i pull te trigger all locks. the ammo shows and press x and icoin appears when i'm near it so all works except the fire i looked over projectile and all anyone know what it could be???
it's my first fully modded map i think for self learning everything i'm off to pretty good start i just got 2 problems i can't dro /drag over the pelican the insolence just won't transfer it, i looked at all tuts left the comp alone for over hours and the move box was still up on the same pelican file never moved, now the flak cannon or fuel rod i was able to transfer in seconds. and it's great i got it in game everything just when i pick it uup all i see is the recticle no gun in hand through the hud and i can zoom and all but soon as i pull te trigger all locks. the ammo shows and press x and icoin appears when i'm near it so all works except the fire i looked over projectile and all anyone know what it could be???
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- Posts: 15
- Joined: Mon Dec 19, 2005 3:54 am
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- Posts: 15
- Joined: Mon Dec 19, 2005 3:54 am
ok i figured it all out the serinity patch for x-wing in containment was screwing the dependencies up i recreated a new map replaced all metas got rid of the xwing mod and i'm golden so far. i really want t know why insolence throws hissy fits. i can transfer a gun fine but if i try to transfer another with out restarting it it loads a few fles and goes dead. anybody have other ways of injecting a pelican without insolence??
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- Posts: 5
- Joined: Sun Dec 18, 2005 1:14 pm
When you transfer it does it get stuck on bitmaps? because that was probably the first mistake i made, when it asks for the Single_player_shared.map (think thats it) i used just Shared.map
and it did what is happening to you, gets stuck for ages, so if that isnt it, i dont think i can help much more, and as for the fuel rod cannon, im not sure, if you follow the tutorial perfect, it should come out fine 


Caution - if a very fat man comes into your room and stuffs you in a large sack, dont worry, i told santa i wanted you for christmas 

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- Posts: 15
- Joined: Mon Dec 19, 2005 3:54 am
yes exactly it gets stuck on bit maps iwhen it asks for the map i just give it the same one i have open like say i'm transfering from map A to map b, b has my pel so it asks for the b map i assume and i give it map b's location and it gets stuck, so what the heck fixes this??? and thank god i'm not alone on this i put in like 32 hours trying to fix all this. and my fuel rod i got fixed it was a patch messing me up.
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- Posts: 15
- Joined: Mon Dec 19, 2005 3:54 am
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- Posts: 9
- Joined: Thu Jan 26, 2006 10:13 am
same thing happened to me.Emulsufier wrote:When you transfer it does it get stuck on bitmaps? because that was probably the first mistake i made, when it asks for the Single_player_shared.map (think thats it) i used just Shared.mapand it did what is happening to you, gets stuck for ages, so if that isnt it, i dont think i can help much more, and as for the fuel rod cannon, im not sure, if you follow the tutorial perfect, it should come out fine
i used isolence for the fuel rod canon and it shoots, but when it hits something it makes some random sounds and makes like a static fuzzy noise thats really annoying. it does that for liek 30 sec. sometimes it will freeze like he is talking about.