


![]() |
![]() |
Depends.miinaturvat wrote: If you change that, in theory, you could change how many of these onjects you can spawn
Well, map modding can only be done on a Devkit. Those cost $800 or more. And you would still need to get your hands on a modified Halo 3 xex to disable the security checks on the maps. The people that mod have the right equipment. Modifications to Halo 3 cannot be done on an Xbox 360 you just buy at a store yet. There need to be some kind of kernel/homebrew software that can let us run unsigned code so we can do it on a retail 360.Tomblaser wrote:Yeah i've seen a few modded maps by you guys and you can't give a little advice? I am only intrested in map modding and i want to start doing it so how exactly do you mod things?![]()
![]()
There is no website "use mods on".Tomblaser wrote:So how do you guys mod things? What do you need? Because I've been told there is a website that you simply use mods on...
They respect Bungie's wishes to keep them private. Bungie doesn't like the mods being released all over xbox live and since Anthony talks to Bungie, he respects them.Tomblaser wrote:What I don't like about mods is that all my friends on live that have it tell me to go to a certain site and these sites give no info at all! And that thing that veegie said about releasing mods to the public being "pointless" is just stupid...I don't understand why people keep mods so private!
Great job not reading the sticky.Tomblaser wrote:What I don't like about mods is that all my friends on live that have it tell me to go to a certain site and these sites give no info at all! And that thing that veegie said about releasing mods to the public being "pointless" is just stupid...I don't understand why people keep mods so private!
Code: Select all
public static string GetMapNameFromMapID(int MapID)
{
switch (MapID)
{
case 30: return "zanzibar.map";
case 300: return "construct.map";
case 310: return "deadlock.map";
case 320: return "gaurdian.map";
case 330: return "isolation.map";
case 340: return "riverworld.map";
case 350: return "salvation.map";
case 360: return "snowbound.map";
case 380: return "chill.map";
case 390: return "cyberdyne.map";
case 400: return "shrine.map";
case 410: return "bunkerworld.map";
case 480: return "warehouse.map";
case 580: return "armory.map";
}
return null;
}
Code: Select all
public enum MapID : int {
Zanzibar = 30,
Construct = 300,
Deadlock = 310,
Gaurdian = 320,
Isolation = 330,
Riverworld = 340,
Salvation = 350,
Snowbound = 360,
Chill = 380,
Cyberdyne = 390,
Shrine = 400,
Bunkerworld = 410,
Warehouse = 480,
Armory = 580
}
What about Bungie's wishes to not have their software reverse engineered?unknownv2 wrote:They respect Bungie's wishes to keep them private. Bungie doesn't like the mods being released all over xbox live and since Anthony talks to Bungie, he respects them.Tomblaser wrote:What I don't like about mods is that all my friends on live that have it tell me to go to a certain site and these sites give no info at all! And that thing that veegie said about releasing mods to the public being "pointless" is just stupid...I don't understand why people keep mods so private!
How abou you think about how bungie spent 3 years working on a top notch video game was even kind enough to release a public beta for those of us who couldnt wait for the retail to be released.Sonoske wrote:If your saying that bungie dosent want the modded maps out on live and that ther are only a number of peaple that can modd what about all the peaple from halo 2 that did alot of modding im sure in the futer ther will be mods on b.net by a new person and that person could care less what bungie thinks.
It isn't a universal concept. You're taking logic about one specific situation and applying it to another.Mr N wrote:What about Bungie's wishes to not have their software reverse engineered?
Because modding Forge maps means cheating and standbying, yup.ares-erus wrote:and then think about how much of a slap to the face it would be if xbox live was crawling with cheaters, stand by'er and other vermin without the game even been out for a year.
In theory, yes, but it only seems to work on objects that you can't normally spawn in Forge. Someone correct me, please, because I want to be wrong!! (but so far that doesn't seem to be the case)miinaturvat wrote:Yes you can:
public class Tag_Index_Entry : Chunk //12 Bytes * 256
{
[Ident(IdentType.ID)]
public TagReference Tag;
public byte Run_Time_Minimun;
public byte Run_Time_Maximun;
public byte Number_On_Map;
public byte Design_Time_Maximun;
public float Total_Cost;
}
If you change that, in theory, you could change how many of these onjects you can spawn
Plus, i still don't get how that could be the number of objects spawned...
Well tell me then, why isn't it universal? Bungie has specifically stated that they do not want their software reverse engineered, yet respect for that wish is denied.Tural wrote:It isn't a universal concept. You're taking logic about one specific situation and applying it to another.Mr N wrote:What about Bungie's wishes to not have their software reverse engineered?