H2V Modding

Discuss anything related to Halo 2 Vista here.
Something_Else





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Joined: Sat Jun 25, 2005 9:07 am
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H2V Modding

Post by Something_Else »

Hi!
I just got Halo 2 Vista and it runs great, but I've played it to the death and I'd really like to get to modding.
I came to this site and found indications of people that they've modded H2V, but nothing solid; no tutorials, utilities (and we all know that the H2VEK is crud: Guerilla sucks now...)
So could someone tell me, or atleast point me to the direction of modding Halo 2 Vista?
To help narrow down stuff, I'd like to start modding the single player: stats, AI, player, weapons etc...
DarkMetal





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Joined: Sun May 28, 2006 11:28 pm
Location: Jacksonville, FL

Post by DarkMetal »

If I were you, I'd wait, because the typical canadian college kids are making their programs and modifying the Editing Kit.

Till then, if you can't wait (it hasn't been out that long... come one) start researching the map files and make your own program.
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Something_Else





Posts: 51
Joined: Sat Jun 25, 2005 9:07 am
Location: Outside your window...

Post by Something_Else »

Too bad, I was really hoping of getting into modding....
Well just to fool around in the game; are there any cheats?
I noticed that in the map editors folder there's a text file named "debug_menu_init" with a lot of variables and cheats for Halo Custom Edition, but I've tried to enable the console with no luck so far.
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GametagAeonFlux




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Post by GametagAeonFlux »

I'm sure you could find a trainer somewhere to mess around with in single player/campaign, but I don't know if there are console/dev commands like in Halo CE.

As for modding...like DarkMetal said, just wait...a lot of the experienced PC/CE modders are working hard on Halo 2 Vista tools. H2V is relatively new, so there may not be a great deal of new programs right away...but they'll be created eventually, don't worry. :P
Something_Else





Posts: 51
Joined: Sat Jun 25, 2005 9:07 am
Location: Outside your window...

Post by Something_Else »

That debug_menu_init.txt file is intriguing to say the least, for those of you too lazy to search it, I'll post it here.
<item type = command name = "Clear text" variable = "cls">

<menu name = "Cheats">
<item type = command name = "teleport to camera" variable = "cheat_teleport_to_camera">
<item type = global name = "deathless player" variable = "cheat_deathless_player">
<item type = global name = "infinite ammo" variable = "cheat_infinite_ammo">
<item type = global name = "bottomless clip" variable = "cheat_bottomless_clip">
<item type = global name = "bump possession" variable = "cheat_bump_possession">
<item type = global name = "jetpack" variable = "cheat_jetpack">
<item type = global name = "medusa" variable = "cheat_medusa">
<item type = command name = "active camouflage" variable = "cheat_active_camouflage">
<menu name = "Drop Objects">
<menu name = "Human Weapons">
<item type = command name = " Frag Grenade" variable = "drop objects\\weapons\\grenade\\frag_grenade\\frag_grenade.equipment">
<item type = command name = " Pistol" variable = "drop objects\\weapons\\pistol\\magnum\\magnum.weapon">
<item type = command name = " SMG" variable = "drop objects\\weapons\\rifle\\smg\\smg.weapon">
<item type = command name = " Battle Rifle" variable = "drop objects\\weapons\\rifle\\battle_rifle\\battle_rifle.weapon">
<item type = command name = " Shotgun" variable = "drop objects\\weapons\\rifle\\shotgun\\shotgun.weapon">
<item type = command name = " Sniper Rifle" variable = "drop objects\\weapons\\rifle\\sniper_rifle\\sniper_rifle.weapon">
<item type = command name = " Rocket Launcher" variable = "drop objects\\weapons\\support_high\\rocket_launcher\\rocket_launcher.weapon">
</menu>
<menu name = "Covenant Weapons">
<item type = command name = " Plasma Grenade" variable = "drop objects\\weapons\\grenade\\plasma_grenade\\plasma_grenade.equipment">
<item type = command name = " Plasma Charge" variable = "drop objects\\weapons\\grenade\\plasma_charge\\plasma_charge.weapon">
<item type = command name = " Energy Sword" variable = "drop objects\\weapons\\melee\\energy_blade\\energy_blade.weapon">
<item type = command name = " Jackal Shield" variable = "drop objects\\weapons\\melee\\jackal_shield\\jackal_shield.weapon">
<item type = command name = " Plasma Pistol" variable = "drop objects\\weapons\\pistol\\plasma_pistol\\plasma_pistol.weapon">
<item type = command name = " Needler" variable = "drop objects\\weapons\\pistol\\needler\\needler.weapon">
<item type = command name = " Plasma Rifle" variable = "drop objects\\weapons\\rifle\\plasma_rifle\\plasma_rifle.weapon">
<item type = command name = " Carbine" variable = "drop objects\\weapons\\rifle\\covenant_carbine\\covenant_carbine.weapon">
<item type = command name = " Beam Rifle" variable = "drop objects\\weapons\\rifle\\beam_rifle\\beam_rifle.weapon">
<item type = command name = " Flak Cannon" variable = "drop objects\\weapons\\support_high\\flak_cannon\\flak_cannon.weapon">
<item type = command name = " Brute Shot" variable = "drop objects\\weapons\\support_low\\brute_shot\\brute_shot.weapon">
<item type = command name = " Disintegrator" variable = "drop objects\\weapons\\support_low\\disintegrator\\disintegrator.weapon">
</menu>
<menu name = "Sentinel Weapons">
<item type = command name = " Beam Weapon" variable = "drop objects\\characters\\sentinel_aggressor\\weapons\\beam\\sentinel_aggressor_beam.weapon">
<item type = command name = " Needler Weapon" variable = "drop objects\\characters\\sentinel_aggressor\\weapons\\needler\\sentinel_aggressor_needler.weapon">
<item type = command name = " Overcharge Weapon" variable = "drop objects\\characters\\sentinel_aggressor\\weapons\\charged_bolt\\sentinel_aggressor_charged_bolt.weapon">
<item type = command name = " Grenade Weapon" variable = "drop objects\\characters\\sentinel_aggressor\\weapons\\grenade\\sentinel_aggressor_grenade.weapon">
</menu>
<menu name = "Human Vehicles">
<item type = command name = " Warthog" variable = "drop objects\\vehicles\\warthog\\warthog">
<item type = command name = " Scorpion" variable = "drop objects\\vehicles\\scorpion\\scorpion">
<item type = command name = " Pelican" variable = "drop objects\\vehicles\\pelican\\pelican">
</menu>
<menu name = "Covenant Vehicles">
<item type = command name = " Ghost" variable = "drop objects\\vehicles\\ghost\\ghost">
<item type = command name = " Banshee" variable = "drop objects\\vehicles\\banshee\\banshee">
<item type = command name = " Shadow" variable = "drop objects\\vehicles\\creep\\creep">
<item type = command name = " Spectre" variable = "drop objects\\vehicles\\spectre\\spectre">
<item type = command name = " Wraith" variable = "drop objects\\vehicles\\wraith\\wraith">
<item type = command name = " Phantom" variable = "drop objects\\vehicles\\phantom\\phantom">
</menu>
<menu name = "Bipeds">
<item type = command name = " Chief" variable = "drop objects\\characters\\masterchief\\masterchief">
<item type = command name = " Elite" variable = "drop objects\\characters\\elite\\elite">
<item type = command name = " Grunt" variable = "drop objects\\characters\\grunt\\grunt">
<item type = command name = " Marine" variable = "drop objects\\characters\\marine\\marine">
<item type = command name = " Jackal" variable = "drop objects\\characters\\jackal\\jackal">
<item type = command name = " Hunter" variable = "drop objects\\characters\\hunter\\hunter">
<item type = command name = " Cortana" variable = "drop objects\\characters\\cortana\\cortana ">
<item type = command name = " Miranda" variable = "drop objects\\characters\\miranda\\miranda">
<item type = command name = " Lord Hood" variable = "drop objects\\characters\\lord_hood\\lord_hood">
<item type = command name = " Dervish" variable = "drop objects\\characters\\dervish\\dervish ">
<item type = command name = " Brute" variable = "drop objects\\characters\\brute\\brute ">
<item type = command name = " Prophet" variable = "drop objects\\characters\\prophet\\prophet_minor">
<item type = command name = " Heretic" variable = "drop objects\\characters\\heretic\\heretic">
<item type = command name = " Heretic Grunt" variable = "drop objects\\characters\\heretic_grunt\\heretic_grunt">
<item type = command name = " Gravemind " variable = "drop objects\\characters\\gravemind\\gravemind ">
<item type = command name = " Flood Juggernaut" variable = "drop objects\\characters\\flood_juggernaut\\flood_juggernaut">
</menu>
<menu name = "Misc">
<item type = command name = " Netgame Ball" variable = "drop objects\\weapons\\multiplayer\\ball\\ball.weapon">
<item type = command name = " Netgame Flag" variable = "drop objects\\weapons\\multiplayer\\flag\\flag.weapon">
</menu>
</menu>
</menu>

<menu name = "Game">
<item type = global name = "game speed" inc = 0.5 min = 0.0 max = 5.0 variable = "game_speed">
<item type = global name = "game speed (fine tuning)" inc = 0.1 min = 0.0 max = 5.0 variable = "game_speed">
<item type = command name = "game save immediate" variable = "game_save_immediate">
<item type = command name = "core save" variable = "core_save">
<item type = command name = "core load" variable = "core_load">
<item type = global name = "render comment flags" variable = "render_comment_flags">
<item type = global name = "render comment flags text" variable = "render_comment_flags_text">
<item type = global name = "render comment look at point" variable = "render_comment_flags_look_at">
<item type = global name = "controller flag drop" variable = "enable_controller_flag_drop">
<item type = command name = "export comment flags (to vrml)" variable = "flags_save">
<item type = command name = "clear comment flags" variable = "flags_clear">
<item type = command name = "display hud" variable = "show_hud">
</menu>

<menu name = "Missions">
<item type = command name = "Map Reset" variable = "map_reset">
<item type = command name = "Game Revert" variable = "game_revert">
<item type = command name = "Unlock All Levels" variable = "controller_unlock_solo_levels -1">
<menu name = "MULTIPLAYER">
<item type = command name = "Lockout" variable = "map_name scenarios\\multi\\lockout\\lockout">
<item type = command name = "Midship" variable = "map_name scenarios\\multi\\midship\\midship">
<item type = command name = "Ascension" variable = "map_name scenarios\\multi\\ascension\\ascension">
<item type = command name = "Ivory Tower" variable = "map_name scenarios\\multi\\cyclotron\\cyclotron">
<item type = command name = "Colossus" variable = "map_name scenarios\\multi\\colossus\\colossus">
<item type = command name = "Burial Mounds" variable = "map_name scenarios\\multi\\burial_mounds\\burial_mounds">
<item type = command name = "Waterworks" variable = "map_name scenarios\\multi\\waterworks\\waterworks">
<item type = command name = "Zanzibar" variable = "map_name scenarios\\multi\\zanzibar\\zanzibar">
<item type = command name = "Headlong" variable = "map_name scenarios\\multi\\headlong\\headlong">
<item type = command name = "Beaver Creek" variable = "map_name scenarios\\multi\\halo\\beavercreek\\beavercreek">
<item type = command name = "Coagulation" variable = "map_name scenarios\\multi\\halo\\coagulation\\coagulation">
<item type = command name = "Foundation" variable = "map_name scenarios\\multi\\marathon\\foundation\\foundation">
</menu>
<menu name = "Switch BSP">
<item type = command name = " BSP 0" variable = "switch_bsp 0">
<item type = command name = " BSP 1" variable = "switch_bsp 1">
<item type = command name = " BSP 2" variable = "switch_bsp 2">
<item type = command name = " BSP 3" variable = "switch_bsp 3">
<item type = command name = " BSP 4" variable = "switch_bsp 4">
<item type = command name = " BSP 5" variable = "switch_bsp 5">
<item type = command name = " BSP 6" variable = "switch_bsp 6">
<item type = command name = " BSP 7" variable = "switch_bsp 7">
<item type = command name = " BSP 8" variable = "switch_bsp 8">
<item type = command name = " BSP 9" variable = "switch_bsp 9">
<item type = command name = " BSP 10" variable = "switch_bsp 10">
<item type = command name = " BSP 11" variable = "switch_bsp 11">
</menu>
<menu name = " 01a TUTORIAL">
<item type = command name = "Launch Mission" variable = "map_name scenarios\\solo\\01a_tutorial\\01a_tutorial">
</menu>
<menu name = " 01b SPACESTATION">
<item type = command name = "Launch Mission" variable = "map_name scenarios\\solo\\01b_spacestation\\01b_spacestation">
</menu>
<menu name = " 03a OLD MOMBASA">
<item type = command name = "Launch Mission" variable = "map_name scenarios\\solo\\03a_oldmombasa\\03a_oldmombasa">
<item type = command name = " hunter intro" variable = "test_hunter_intro">
<item type = command name = " marching infantryr" variable = "test_marching_infantry">
<item type = command name = " sniper alley" variable = "test_sniper_alley">
<item type = command name = " neighborhood" variable = "test_neighborhood">
<item type = command name = " hotel entrance" variable = "test_hotel_entrance">
<item type = command name = " hotel hall" variable = "test_hotel_hall">
<item type = command name = " hotel exit" variable = "test_hotel_exit">
<item type = command name = " beach infantry" variable = "test_beach_infantry">
<item type = command name = " beach fort" variable = "test_beach_fort">
<item type = command name = " tunnel entrance" variable = "test_tunnel_entrance">
<item type = command name = " tunnel blockades" variable = "test_tunnel_blockades">
<item type = command name = " tunnel convoy" variable = "test_tunnel_convoy">

</menu>
<menu name = " 03b NEW MOMBASA">
<item type = command name = "Launch Mission" variable = "map_name scenarios\\solo\\03b_newmombasa\\03b_newmombasa">
<item type = command name = " bridge summit" variable = "test_bridge_summit">
<item type = command name = " bridge descent" variable = "test_bridge_descent">
<item type = command name = " flooded tunnel" variable = "test_flooded_tunnel">
<item type = command name = " park" variable = "test_park">
<item type = command name = " hospital seige" variable = "test_hospital_seige">
<item type = command name = " scarab intro" variable = "test_scarab_intro">
<item type = command name = " scarab boarding" variable = "test_scarab_boarding">
</menu>
<menu name = " 04a GAS GIANT">
<item type = command name = "Launch Mission" variable = "map_name scenarios\\solo\\04a_gasgiant\\04a_gasgiant">
<item type = command name = " hangar" variable = "teleport_hangar">
<item type = command name = " underhangar" variable = "teleport_underhangar">
<item type = command name = " bottling plant" variable = "teleport_bottling">
<item type = command name = " banshee dogfight" variable = "teleport_banshee">
</menu>
<menu name = " 04b FLOOD LAB">
<item type = command name = "Launch Mission" variable = "map_name scenarios\\solo\\04b_floodlab\\04b_floodlab">
<item type = command name = " silo" variable = "teleport_silo">
<item type = command name = " flood lab" variable = "teleport_lab">
<item type = command name = " reach around" variable = "teleport_wraparound">
<item type = command name = " control center" variable = "teleport_control">
<item type = command name = " cableroom" variable = "teleport_cableroom">
<item type = command name = " plummet" variable = "teleport_plummet">
<item type = command name = " power core" variable = "teleport_powercore">
<item type = command name = " banshee dogfight" variable = "teleport_banshee">
<item type = command name = " bottling plant return" variable = "teleport_bottling_return">
<item type = command name = " underhangar return" variable = "teleport_underhangar_return">
<item type = command name = " heretic leader fight!" variable = "teleport_boss">
</menu>
<menu name = " 05a DELTA APPROACH">
<item type = command name = "Launch Mission" variable = "map_name scenarios\\solo\\05a_deltaapproach\\05a_deltaapproach">
<item type = command name = " bridge" variable = "teleport_bridge">
<item type = command name = " winding path" variable = "teleport_winding_path">
<item type = command name = " temple entrance" variable = "teleport_temple_ent">
<item type = command name = " tunnel" variable = "teleport_tunnel">
<item type = command name = " old temple" variable = "teleport_old_temple">
<item type = command name = " grotto" variable = "teleport_grotto">
<item type = command name = " temple approach" variable = "teleport_approach">
<item type = command name = " tower 1" variable = "teleport_tower1">
</menu>
<menu name = " 05b DELTA TOWERS">
<item type = command name = "Launch Mission" variable = "map_name scenarios\\solo\\05b_deltatowers\\05b_deltatowers">
<item type = command name = " bridges" variable = "teleport_bridges">
<item type = command name = " tower 2" variable = "teleport_tower2">
<item type = command name = " central platform" variable = "teleport_central_platform">
<item type = command name = " gondola 1" variable = "teleport_gondola_01">
<item type = command name = " tower 3" variable = "teleport_tower3">
<item type = command name = " sunken tunnel 1" variable = "teleport_tunnel_01">
<item type = command name = " sunken chamber" variable = "teleport_sunken_chamber">
<item type = command name = " sunken tunnel 2" variable = "teleport_tunnel_02">
<item type = command name = " island" variable = "teleport_island">
<item type = command name = " gondola 2" variable = "teleport_gondola_02">
<item type = command name = " temple arrival" variable = "teleport_temple_ext">
<item type = command name = " regret battle" variable = "teleport_temple_int">
<item type = command name = " temple escape" variable = "teleport_temple_retreat">
</menu>
<menu name = " 06a SENTINEL WALLS">
<item type = command name = "Launch Mission" variable = "map_name scenarios\\solo\\06a_sentinelwalls\\06a_sentinelwalls">
<item type = command name = " insertion" variable = "tele_insertion">
<item type = command name = " hall a" variable = "tele_hall_a">
<item type = command name = " conduit a" variable = "tele_conduit_a">
<item type = command name = " hall b" variable = "tele_hall_b">
<item type = command name = " plug launch" variable = "tele_plug_launch">
<item type = command name = " plug landing" variable = "tele_plug_landing">
<item type = command name = " hall c" variable = "tele_hall_c">
<item type = command name = " ledge a" variable = "tele_ledge_a">
<item type = command name = " conduit b" variable = "tele_conduit_b">
<item type = command name = " ledge b" variable = "tele_ledge_b">
<item type = command name = " ledge c" variable = "tele_ledge_c">
<item type = command name = " qz initial" variable = "tele_qz_initial">
<item type = command name = " covenant defense" variable = "tele_cov_defense">
</menu>
<menu name = " 06b FLOOD ZONE">
<item type = command name = "Launch Mission" variable = "map_name scenarios\\solo\\06b_floodzone\\06b_floodzone">
<item type = command name = " vehicle interior" variable = "tele_vehicle_int">
<item type = command name = " exterior a" variable = "tele_ext_a">
<item type = command name = " factory entrance" variable = "tele_factory_ent">
<item type = command name = " factory 1" variable = "tele_factory_1">
<item type = command name = " factory gorge" variable = "tele_factory_gorge">
<item type = command name = " factory 2" variable = "tele_factory_2">
<item type = command name = " exterior b" variable = "tele_ext_b">
<item type = command name = " key ride" variable = "test_key_ride">
</menu>
<menu name = " 07a HIGH CHARITY">
<item type = command name = "Launch Mission" variable = "map_name scenarios\\solo\\07a_highcharity\\07a_highcharity">
<item type = command name = " halls" variable = "tele_halls">
<item type = command name = " gardens" variable = "tele_gardens">
<item type = command name = " mausoleum" variable = "tele_mausoleum">
</menu>
<menu name = " 08a DELTA CLIFFS">
<item type = command name = "Launch Mission" variable = "map_name scenarios\\solo\\08a_deltacliffs\\08a_deltacliffs">
</menu>
<menu name = " 07b FORERUNNER SHIP">
<item type = command name = "Launch Mission" variable = "map_name scenarios\\solo\\07b_forerunnership\\07b_forerunnership">
</menu>
<menu name = " 08b DELTA CONTROL">
<item type = command name = "Launch Mission" variable = "map_name scenarios\\solo\\08b_deltacontrol\\08b_deltacontrol">
</menu>
</menu>

<menu name = "AI">
<item type = command name = "ai enable" variable = "ai_enable 1">
<item type = command name = "ai disable" variable = "ai_enable 0">
<item type = global name = "Debug Scripting" variable = "debug_scripting">
<item type = global name = "invisible player" variable = "ai_debug_invisible_player">
<item type = global name = "render orders" variable = "ai_render_orders">
<item type = global name = "render behavior stack all" variable = "ai_render_behavior_stack_all">
<item type = global name = "render command scripts" variable = "ai_render_command_scripts">
<item type = global name = "render pathfinding" variable = "ai_render_paths">
<item type = global name = "render non-walkable sectors" variable = "ai_render_non_walkable_sectors">
<item type = global name = "render active object hints" variable = "ai_render_object_hints">
<item type = global name = "render all object hints" variable = "ai_render_object_hints_all">
<item type = command name = "erase all AI" variable = "ai_erase_all">
</menu>

<menu name = "Objects">
<item type = global name = "debug objects" variable = "debug_objects">
<item type = global name = "debug objects player only" variable = "debug_objects_player_only">
<menu name = "debug objects options">
<item type = global name = "names" variable = "debug_objects_names">
<item type = global name = "bounding spheres" variable = "debug_objects_bounding_spheres">
<item type = global name = "render dynamic bounding spheres" variable = "debug_objects_dynamic_render_bounding_spheres">
<item type = global name = "collision models" variable = "debug_objects_collision_models">
<item type = global name = "pathfinding spheres" variable = "debug_objects_pathfinding">
<item type = global name = "contact points" variable = "debug_objects_contact_points">
<item type = global name = "model targets" variable = "debug_objects_model_targets">
<item type = global name = "unit state" variable = "debug_objects_unit_state">
<item type = global name = "sound spheres" variable = "debug_objects_sound_spheres">
<item type = global name = "constraints" variable = "debug_objects_constraints">
<item type = global name = "vehicle physics" variable = "debug_objects_vehicle_physics">
<item type = global name = "mass" variable = "debug_objects_mass">
<item type = global name = "physics models" variable = "debug_objects_physics_models">
<item type = global name = "biped autoaim pills" variable = "debug_objects_biped_autoaim_pills">
<item type = global name = "ground plane" variable = "debug_objects_ground_plane">
<item type = global name = "movement mode" variable = "debug_objects_movement_mode">
<item type = global name = "phyiscs control node" variable = "debug_objects_physics_control_node">
<item type = global name = "early movers" variable = "debug_objects_early_movers">
<item type = global name = "unit pathfinding surface" variable = "debug_objects_unit_pathfinding_surface">
</menu>

<item type = global name = "render objects" variable = "render_objects">
<item type = global name = "render model costs" variable = "render_model_cost">
<item type = global name = "render model markers" variable = "render_model_markers">
<item type = global name = "debug collision" variable = "collision_debug">

<menu name = "damage debugging">
<item type = global name = "debug damage" variable = "debug_damage">
<item type = global name = "debug damage radius" variable = "debug_damage_radius">
<item type = global name = "debug damage verbose" variable = "debug_damage_verbose">
<item type = global name = "reflexive damage" variable = "cheat_reflexive_damage_effects">
</menu>

</menu>

<menu name = "Environment">
<item type = global name = "debug structure" variable = "debug_structure">
<item type = global name = "debug structure automatic" variable = "debug_structure_automatic">
<item type = global name = "render portals" variable = "visibility_debug_portals">
<item type = global name = "render freeze" variable = "debug_render_freeze">
<item type = global name = "render environment" variable = "render_environment">
<item type = global name = "render poops" variable = "render_instanced_geometry">
<item type = command name = "error geometry hide all" variable = "error_geometry_hide_all">
<item type = command name = "error geometry show all" variable = "error_geometry_show_all">
</menu>

<menu name = "Lighting">
<item type = global name = "default lighting" variable = "render_default_lighting">
<item type = global name = "debug lights" variable = "debug_lights">
<item type = global name = "fog" variable = "render_fog">
<item type = global name = "debug object lighting" variable = "render_debug_object_lighting">
<item type = global name = "render layers default(0)/lightmaps(1)/texaccum(2)" inc = 1 min = 0 max = 2 variable = "render_debug_toggle_default_lightmaps_texaccum">
<item type = global name = "lightmap pointsample" variable = "lightmap_pointsample">
</menu>

<menu name = "Rasterizer">
<item type = global name = "render some text" variable = "terminal_render">
<item type = global name = "render other text" variable = "console_status_string_render">
<item type = global name = "render diffuse textures" inc = 1.0 min = 0.0 max = 1.0 variable = "ssc_texture_diffuse">
<item type = global name = "viewport scale" inc = .05 min = .25 max = 1.0 variable = "ssc_viewport_scale">
<item type = global name = "render opaque" variable = "render_submit_opaque">
<item type = global name = "render transparents" variable = "render_submit_transparent">
</menu>

<menu name = "Particles">
<item type = global name = "render particles" variable = "render_psystems">
<item type = global name = "debug emitters" variable = "render_debug_emitters">
<item type = global name = "show bounding spheres" variable = "render_debug_locations">
<item type = global name = "debug particles" variable = "render_debug_particles">
</menu>

<menu name = "Profile">
<item type = global name = "profile display (off, gpu, cpu)" inc = 1 min = 0 max = 2 variable = "rasterizer_artist_profile">
<item type = command name = "overdraw effects (z compare on)" variable = "rasterizer_overdraw_z">
<item type = command name = "overdraw (z compare off)" variable = "rasterizer_overdraw">
<item type = command name = "layer overdraw effects (z compare on)" variable = "rasterizer_layers_overdraw_z">
<item type = command name = "layer overdraw (z compare off)" variable = "rasterizer_layers_overdraw">
<item type = global name = "render profile" variable = "render_submit_profile">
<item type = global name = "infinite framerate" variable = "render_debug_infinite_framerate">
</menu>

<menu name = "Physics">
<item type = global name = "physics debug" variable = "physics_debug">
<item type = global name = "render stats" variable = "havok_display_stats">
<item type = global name = "impacts debug" variable = "impacts_debug">
<item type = global name = "collision damage debug" variable = "collision_damage_debug">
<item type = global name = "enable impact effects" variable = "havok_play_impact_effects">
</menu>

<menu name = "Multiplayer">
<menu name = "Net_sim">
<item type = global name = "Net Sim on off" variable = "net_sim">
<menu name = "Latency">
<item type = global name = "Net Sim Latency (ms)" inc = 10 min = 0 max = 500 variable = "net_sim_latency">
<item type = global name = "Net Sim Latency Period (ms)" inc = 100 min = 0 max = 30000 variable = "net_sim_latency_period">
<item type = global name = "Net Sim Latency wander (ms)" inc = 10 min = 0 max = 500 variable = "net_sim_latency_wander">
<item type = global name = "Net Sim Latency random (ms)" inc = 10 min = 0 max = 500 variable = "net_sim_latency_random">
<item type = global name = "Net Sim Latency spike amount (ms)" inc = 10 min = 0 max = 500 variable = "net_sim_spike_amount">
<item type = global name = "Net Sim Latency spike chance (.1%)" inc = 10 min = 0 max = 1000 variable = "net_sim_spike_chance">
<item type = global name = "Net Sim Latency spike duration (ms)" inc = 10 min = 0 max = 500 variable = "net_sim_spike_duration">
</menu>
<menu name = "Bandwidth">
<item type = global name = "Net Sim upstream Bandwidth (kbps)" inc = 20 min = 0 max = 1000 variable = "net_sim_bandwidth_up_rate">
<item type = global name = "Net Sim upstream Bandwidth buffer (kB)" inc = 10 min = 0 max = 250 variable = "net_sim_bandwidth_up_buffer">
<item type = global name = "Net Sim downstream Bandwidth (kbps)" inc = 20 min = 0 max = 1000 variable = "net_sim_bandwidth_down_rate">
<item type = global name = "Net Sim upstream Bandwidth buffer (kB)" inc = 10 min = 0 max = 250 variable = "net_sim_bandwidth_down_buffer">
</menu>
<menu name = "Packet Loss">
<item type = global name = "Net Sim drop (.1%)" inc = 5 min = 0 max = 1000 variable = "net_sim_drop">
<item type = global name = "Net Sim drop spike amount (.1%)" inc = 5 min = 0 max = 1000 variable = "net_sim_dropspike_amount">
<item type = global name = "Net Sim drop spike chance (.1%)" inc = 5 min = 0 max = 1000 variable = "net_sim_dropspike_chance">
<item type = global name = "Net Sim drop spike duration (ms)" inc = 100 min = 0 max = 10000 variable = "net_sim_dropspike_duration">
</menu>
<item type = command name = "Net Sim Latency spike now" variable = "net_sim_spike_now">
<item type = command name = "Net Sim drop spike now" variable = "net_sim_dropspike_now">
<item type = command name = "Reset simulation state" variable = "net_sim_reset">
</menu>
<menu name = "Net Status">
<item type = global name = "Channels" variable = "net_status_channels">
<item type = global name = "connections" variable = "net_status_connections">
<item type = global name = "Link" variable = "net_status_link">
<item type = global name = "Memory" variable = "net_status_memory">
<item type = global name = "Message Queues" variable = "net_status_message_queues">
<item type = global name = "Observer" variable = "net_status_observer">
<item type = global name = "Sessions" variable = "net_status_sessions">
<item type = global name = "Simulation" variable = "net_status_sim">
</menu>
<item type = command name = "Game won" variable = "game_won">
<item type = command name = "Game lost" variable = "game_lost">
<item type = command name = "Display Session Data" variable = "data_mine_display_session_data">
</menu>

<menu name = "Test">
<item type = command name = "enable automatic core uploads (every 3 min)" variable = "core_regular_upload_to_debug_server true">
<item type = command name = "disable automatic core uploads" variable = "core_regular_upload_to_debug_server false">
<item type = command name = "Map Info" variable = "map_info">
<item type = command name = "Enable Text Bounds" variable = "ui_debug_text_bounds 1">
<item type = command name = "Disable Text Bounds" variable = "ui_debug_text_bounds 0">
<item type = command name = "Show Title Safe Bounds" variable = "ui_debug_show_title_safe_bounds 1">
<item type = command name = "Hide Title Safe Bounds" variable = "ui_debug_show_title_safe_bounds 0">
<item type = command name = "Display Encounter Info" variable = "data_mine_display_mission_segment 1">
<item type = command name = "Disable Encounter Info" variable = "data_mine_display_mission_segment 0">
<item type = global name = "Trigger Volumes" variable = "debug_trigger_volumes">
</menu>

<menu name = "Bug">
<item type = command name = "bug now auto (no minidump)" variable = "bug_now_auto false">
<item type = command name = "bug now auto (minidump)" variable = "bug_now_auto true">
</menu>

<menu name = "Audio">
<item type = global name = "debug sound channels" variable = "debug_sound_channels">
<item type = command name = "sound channels show all" variable = "sound_class_show_channel \"\" on">
<item type = command name = "sound channels hide all" variable = "sound_class_show_channel \"\" off">
<menu name = "debug sound channels options">
<item type = command name = "show projectile" variable = "sound_class_show_channel projectile on">
<item type = command name = "hide projectile" variable = "sound_class_show_channel projectile off">
<item type = command name = "show weapons" variable = "sound_class_show_channel weapon on">
<item type = command name = "hide weapons" variable = "sound_class_show_channel weapon off">
<item type = command name = "show objects" variable = "sound_class_show_channel object on">
<item type = command name = "hide objects" variable = "sound_class_show_channel object off">
<item type = command name = "show particles" variable = "sound_class_show_channel particle on">
<item type = command name = "hide particles" variable = "sound_class_show_channel particle off">
<item type = command name = "show units" variable = "sound_class_show_channel unit on">
<item type = command name = "hide units" variable = "sound_class_show_channel unit off">
<item type = command name = "show vehicles" variable = "sound_class_show_channel vehicle on">
<item type = command name = "hide vehicles" variable = "sound_class_show_channel vehicle off">
<item type = command name = "show devices" variable = "sound_class_show_channel device on">
<item type = command name = "hide devices" variable = "sound_class_show_channel device off">
<item type = command name = "show music" variable = "sound_class_show_channel music on">
<item type = command name = "hide music" variable = "sound_class_show_channel music off">
<item type = command name = "show ambience" variable = "sound_class_show_channel ambient on">
<item type = command name = "hide ambience" variable = "sound_class_show_channel ambient off">
<item type = command name = "show dialog" variable = "sound_class_show_channel dialog on">
<item type = command name = "hide dialog" variable = "sound_class_show_channel dialog off">
</menu>
<item type = command name = "all sound enable on" variable = "debug_sounds_enable \"\" on">
<item type = command name = "all sound enable off" variable = "debug_sounds_enable \"\" off">
<menu name = "sound enable options">
<item type = command name = "weapon sounds on" variable = "debug_sounds_enable weapon on">
<item type = command name = "weapon sounds off" variable = "debug_sounds_enable weapon off">
<item type = command name = "projectile sounds on" variable = "debug_sounds_enable projectile on">
<item type = command name = "projectile sounds off" variable = "debug_sounds_enable projectile off">
<item type = command name = "object sounds on" variable = "debug_sounds_enable object on">
<item type = command name = "object sounds off" variable = "debug_sounds_enable object off">
<item type = command name = "particle sounds on" variable = "debug_sounds_enable particle on">
<item type = command name = "particle sounds off" variable = "debug_sounds_enable particle off">
<item type = command name = "unit sounds on" variable = "debug_sounds_enable unit on">
<item type = command name = "unit sounds off" variable = "debug_sounds_enable unit off">
<item type = command name = "vehicle sounds on" variable = "debug_sounds_enable vehicle on">
<item type = command name = "vehicle sounds off" variable = "debug_sounds_enable vehicle off">
<item type = command name = "device sounds on" variable = "debug_sounds_enable device on">
<item type = command name = "device sounds off" variable = "debug_sounds_enable device off">
<item type = command name = "music sounds on" variable = "debug_sounds_enable music on">
<item type = command name = "music sounds off" variable = "debug_sounds_enable music off">
<item type = command name = "ambience sounds on" variable = "debug_sounds_enable ambient on">
<item type = command name = "ambience sounds off" variable = "debug_sounds_enable ambient off">
<item type = command name = "dialog sounds on" variable = "debug_sounds_enable dialog on">
<item type = command name = "dialog sounds off" variable = "debug_sounds_enable dialog off">
</menu>
<item type = global name = "debug sound environment" variable = "debug_sound_environment">
<item type = global name = "debug_speaker_output_peak" variable = "debug_speaker_output_peak">
<item type = global name = "debug_speaker_output_rms" variable = "debug_speaker_output_rms">
<item type = command name = "cheat_all_weapons" variable = "cheat_all_weapons">
</menu>
Now I don't know how to "enable" it, I've just got theories like either by a parameter, or unlocking something in the game or through the map editor (where the text file was originally)

Thoughts?
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Reclaimer1217





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Post by Reclaimer1217 »

Try unlocking the console how you do in CE. Then try running those commands through if you do enable the console. I would guess that jetpack would probably be like noclip is for other games.
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Post by warlord »

the jetpack is probably the thing the elite troopers use?
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kornman00




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Post by kornman00 »

The console is completely gone in game, and the debug menu won't work in the retail game because of this.

The cheats aren't in the retail build either.
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Reclaimer1217





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Post by Reclaimer1217 »

that sucks. Is there anyway a trainer could unlock these functions?
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Post by Something_Else »

Maybe, but since the text file was located in the map editor folder I'm guessing that there would be some kind of way to launch Halo 2 in debug mode through the map editor...
Oh, and besides, knowing microsoft/Bungie/Hired Gun, they were probably too lazy to remove those variables from the main game so there might be a chance to get them to work.
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kornman00




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Post by kornman00 »

You can't unlock something that doesn't exist in the EXE.
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Post by dydomite0 »

kornman00 wrote:You can't unlock something that doesn't exist in the EXE.
then cant they make a new EXE?
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Post by G.I.R. »

....Wow.
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Reclaimer1217





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Post by Reclaimer1217 »

kornman00 wrote:You can't unlock something that doesn't exist in the EXE.
Oh, I just thought you meant there was no way to activate it using the "standard" method. I am surprised that Hired Gun would totally eliminate that stuff. Some of those functions could have been useful to machinima makers.
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Post by McJix »

Something_Else wrote:That debug_menu_init.txt file is intriguing to say the least, for those of you too lazy to search it, I'll post it here.

Now I don't know how to "enable" it, I've just got theories like either by a parameter, or unlocking something in the game or through the map editor (where the text file was originally)

Thoughts?
I searched for that file, and it was found under the Halo 2 Map Editor folder, which makes me think that its only use is for us to use it to explore our maps that we make, and not for cheats. Someone please prove me wrong!
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Post by Rokai »

I'm streaching out far on this one, since I know very little on how the game works. Remember the CE script stuff? If there is a version of that in H2V, maybe we could recompile the maps, and script in the devmode cheats. Unless they are totally out of the game engine, then, we're screwed.

EDIT: I looked at it again, the file looks like its written to be some sort of menu. I also saw a mainmenu.map file. Maybe the .txt has to be compiled with mainmenu?
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Post by Something_Else »

Rokai wrote:I'm streaching out far on this one, since I know very little on how the game works. Remember the CE script stuff? If there is a version of that in H2V, maybe we could recompile the maps, and script in the devmode cheats. Unless they are totally out of the game engine, then, we're screwed.

EDIT: I looked at it again, the file looks like its written to be some sort of menu. I also saw a mainmenu.map file. Maybe the .txt has to be compiled with mainmenu?
Sounds like a good idea, but at this moment there isn't really any way to do that...
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Post by xbox7887 »

kornman00 wrote:You can't unlock something that doesn't exist in the EXE.
h4x your own cheats instead you fools :P
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Post by kornman00 »

uggghhh

Listen.

THERE IS *NO*

DEVMODE OR CHEATS

IN THE GAME

PERIOD.
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Post by McJix »

kornman00 wrote:uggghhh

Listen.

THERE IS *NO*

DEVMODE OR CHEATS

IN THE GAME

PERIOD.
I was beginning to think that too. With the use of the LIVE system and achievements, the only way to actually make a dev mode would be for some programmer to customly make one Halo 2.

It goes without saying that Bungie and Microsoft are aware of Modding Tools, so they may have incorporated something into the game, either in the map or in the .EXE that would make it be very hard to mod.

But I'll keep my ears out, and if I hear anything, I'll post it here.
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