Search found 21 matches
- Thu Jul 17, 2008 10:07 pm
- Forum: Downloads
- Topic: Timberland
- Replies: 22
- Views: 12306
- Thu Jul 17, 2008 7:40 pm
- Forum: Downloads
- Topic: Timberland
- Replies: 22
- Views: 12306
- Thu Jul 17, 2008 7:03 pm
- Forum: Downloads
- Topic: Timberland
- Replies: 22
- Views: 12306
Timberland
Timberland Made by Nuklear Features: - Trees - 4 Battle Rifles - 2 Brute Spikers - 2 Plasma Pistols - 4 SMG - 1 Rocket Launcher - 1 Sniper Rifle - 2 Assault Rifles - 8 Frag Grenades - 4 Plasma Grenades - 2 Brute Shots - 2 Needlers - 1 Shotgun - 2 Sentinel Beam - 2 Mongooses Supported Gametypes: - T...
- Wed Jul 16, 2008 7:03 pm
- Forum: Modding Discussion
- Topic: Behemoth and Leviathan
- Replies: 6
- Views: 1620
Behemoth and Leviathan
I noticed that there are only one object of the Elephant in shrine.map. How would you be able to spawn Leviathan? (the red base)
Is it based on spawn blocks, if so, what offset?
Is it based on spawn blocks, if so, what offset?
- Sun Jul 13, 2008 11:23 am
- Forum: Modding Discussion
- Topic: Changing Bipeds in a campaign saved film
- Replies: 28
- Views: 3403
- Sun Jul 06, 2008 2:50 pm
- Forum: Modding Discussion
- Topic: A pretty cool way to go about modding
- Replies: 27
- Views: 2948
Im currently working on getting Multiple cameras to work. Uh huh. How do you plan on doing that? It might be a channels system. (Like teleporters) It might be possible if you edit the teleporter's channel for both camera and monitor. What happens when you point the camera at the screen? I thought a...
- Sun Jul 06, 2008 10:56 am
- Forum: Downloads
- Topic: Snipers with Beam Rifle as Secondary
- Replies: 4
- Views: 4445
- Sun Jul 06, 2008 10:20 am
- Forum: Downloads
- Topic: Snipers with Beam Rifle as Secondary
- Replies: 4
- Views: 4445
Snipers with Beam Rifle as Secondary
SNIPERS MODDED http://img372.imageshack.us/img372/4880/slayerqk6.gif This is a modded snipers game variant with beam rifle as secondary weapon. If you play this game variants on maps that does not support beam rifles, you'll get an assault rifle or no weapon! Use a profile/device ID changer to chan...
- Mon Jun 30, 2008 6:18 pm
- Forum: Modding Discussion
- Topic: An open discussion.
- Replies: 116
- Views: 10068
Well, my website archives all released Halo 3 forge variants and offers them as a download. People will have to use XSS or a similar tool to change profile/device ID's. I was thinking about creating an application that converts usermaps into a custom file format for everyone to share. To use it, you...
- Wed Jun 18, 2008 2:41 pm
- Forum: Modding Discussion
- Topic: Getting maximum and current budgets properly
- Replies: 12
- Views: 1670
- Wed Jun 18, 2008 1:32 pm
- Forum: Modding Discussion
- Topic: Getting maximum and current budgets properly
- Replies: 12
- Views: 1670
- Wed Jun 18, 2008 12:53 pm
- Forum: Modding Discussion
- Topic: Getting maximum and current budgets properly
- Replies: 12
- Views: 1670
Are you reading it in Big Endian because it seems to be correct in every usermap I've seen?? I am reading it in Big Endian yes. Here's my code: PlacementBlock.Block.Maximum_Budget = io.In.ReadSingle(EndianType.BigEndian); PlacementBlock.Block.Current_Budget = io.In.ReadSingle(EndianType.BigEndian);...
- Tue Jun 17, 2008 6:23 pm
- Forum: Modding Discussion
- Topic: Getting maximum and current budgets properly
- Replies: 12
- Views: 1670
- Tue Jun 17, 2008 5:53 pm
- Forum: Modding Discussion
- Topic: Getting maximum and current budgets properly
- Replies: 12
- Views: 1670
Getting maximum and current budgets properly
I've been having problems getting the correct budget value from an usermap. Shade45's usermap says it's a floating point number, so I tried to read it, but it's wrong. The numbers are too big to be a budget. I've tried changing it to integer too and same problem. Does anyone know how to correctly ge...
- Mon Jun 09, 2008 6:49 pm
- Forum: Modding Discussion
- Topic: Some questions about usermaps...
- Replies: 20
- Views: 2500
Hello. I would like people to confirm the following offsets (all are in decimal): map_id_1 - 53802 spawned_object_count - 53831 map_boundary_x_min - 53836 max_budget - 53864 cur_budget - 53868 Are the offsets correct? I've opened several usermaps and it seems like it's right. But, I want to know it...
- Mon Jun 09, 2008 2:11 pm
- Forum: Modding Discussion
- Topic: Some questions about usermaps...
- Replies: 20
- Views: 2500
- Mon Jun 09, 2008 12:56 pm
- Forum: Modding Discussion
- Topic: Some questions about usermaps...
- Replies: 20
- Views: 2500
Hello. I would like people to confirm the following offsets (all are in decimal): map_id_1 - 53802 spawned_object_count - 53831 map_boundary_x_min - 53836 max_budget - 53864 cur_budget - 53868 Are the offsets correct? I've opened several usermaps and it seems like it's right. But, I want to know it'...
- Sun Jun 08, 2008 11:41 am
- Forum: Modding Discussion
- Topic: Some questions about usermaps...
- Replies: 20
- Views: 2500
- Sun Jun 08, 2008 9:15 am
- Forum: Modding Discussion
- Topic: Some questions about usermaps...
- Replies: 20
- Views: 2500
Thank you for the answers. Shade, I've noticed that you use Hex Workshop. I've found out that you count 2 bytes as 1 byte because Hex workshops groups 2 bytes from other bytes. So, for this reason I have to divide your length by half in structures because I use another hex editor that does not do th...
- Sat Jun 07, 2008 4:49 pm
- Forum: Modding Discussion
- Topic: Some questions about usermaps...
- Replies: 20
- Views: 2500