Search found 44 matches

by rocket360gs
Mon May 26, 2008 1:13 pm
Forum: Modding Discussion
Topic: How are the hog and turrets tied together?
Replies: 37
Views: 6109

Just open the actual map in Engineer and look under the vehi tag for the troop hog. Then write down the ident and you are good to go.
by rocket360gs
Sun May 25, 2008 10:47 am
Forum: Modding Discussion
Topic: Question about replacing two mongoose's with two scarab's.
Replies: 33
Views: 5129

But do i go into the .map file with Engenier or Johnson but which is the idenifeir i need to fined cause there are like three difernet lines with numbers and also do i go under tags or strings and once i have the thing i want to replace do i go in the usermap with hex edit and find the one i would ...
by rocket360gs
Thu May 22, 2008 5:49 pm
Forum: Modding Discussion
Topic: Transfer Cable Idea
Replies: 15
Views: 2744

Yeah this thread needs to be locked. It is impossible; it is a dead end.
by rocket360gs
Thu May 22, 2008 11:44 am
Forum: Modding Discussion
Topic: Forge map modding
Replies: 212
Views: 34922

OK then what I do to find the user-added spawns is do a Find for the data "00830000FFFFFFFFFFFFFFFF0000." You could do a Find for the data "00290000FFFFFFFFFFFFFFFF0000" to get all the reserved placement blocks, etc.
by rocket360gs
Thu May 22, 2008 11:41 am
Forum: Modding Discussion
Topic: Forge map modding
Replies: 212
Views: 34922

Uh, you can't even have that many objects on a usermap...
by rocket360gs
Thu May 22, 2008 11:35 am
Forum: Modding Discussion
Topic: Forge map modding
Replies: 212
Views: 34922

You can tell just by looking at the hex. This is the two first bytes in a Placement Block: (From Shade's white paper, with a few added comments) public enum BlockType : short { Player_Spawn = 9, //9(hex) Reserved = 41, //29(hex) Added = 131, //83(hex) Original = 137, //89(hex) - ignored and loaded s...
by rocket360gs
Wed May 21, 2008 4:54 pm
Forum: Discussion
Topic: Halo 3 Screenshots Thread
Replies: 2160
Views: 591911

Tural wrote:Why would you want to show the creators that you are disrespecting their wishes by publicizing leaked mods?
What if you posted a screenshot of a usermap mod that wasn't leaked? Like this one: http://img213.imageshack.us/img213/402/loliu5.jpg
by rocket360gs
Wed May 21, 2008 4:49 pm
Forum: Modding Discussion
Topic: Forge map modding
Replies: 212
Views: 34922

There are reserved spawns in every Forge map that can only be moved or altered slightly, but not deleted.
by rocket360gs
Wed May 21, 2008 4:47 pm
Forum: Modding Discussion
Topic: Transfer Cable Idea
Replies: 15
Views: 2744

Re: RE:

william48151623 wrote:So Tural is saying This isnt possible and Spartan-Omega is saying it might be possible.

Who is right?
Actually they were both in agreement. The transfer process does involve resigning, but that has to be done at a software level for (extremely) obvious reasons.
by rocket360gs
Mon May 19, 2008 6:34 pm
Forum: Modding Discussion
Topic: How are the hog and turrets tied together?
Replies: 37
Views: 6109

Yeah, I'm suprised I didn't know about this. Thanks Tural.
by rocket360gs
Mon May 19, 2008 6:21 pm
Forum: Modding Discussion
Topic: Forge map modding
Replies: 212
Views: 34922

It's how it is perceived. The general public, the Bungie.net-going public is, for lack of a better term, almost entirely retarded. Their responses to it are completely retarded and it gets blown way out of proportion. News sites pick it up and start posting about mods in Halo 3 and whatever. If it ...
by rocket360gs
Mon May 19, 2008 6:12 pm
Forum: Modding Discussion
Topic: How are the hog and turrets tied together?
Replies: 37
Views: 6109

Video plz?
by rocket360gs
Mon May 19, 2008 6:04 pm
Forum: Modding Discussion
Topic: Forge map modding
Replies: 212
Views: 34922

I didn't say he was. I was just stating that fact for anyone who wishes to know. Also, I personally don't think releasing a modded usermap that can't be used in any way for cheating is being an ass, but apparently Bungie does.
by rocket360gs
Mon May 19, 2008 5:59 pm
Forum: Modding Discussion
Topic: How are the hog and turrets tied together?
Replies: 37
Views: 6109

Yeah, you can only spawn what is already designated to be in the map file as an object with an ident (doesn't have to be spawnable in Forge though). You have no way to modify that particular object other than spawning it and adjusting coordinates, rotation, number on map, etc. Also, I heard the troo...
by rocket360gs
Mon May 19, 2008 5:56 pm
Forum: Modding Discussion
Topic: Forge map modding
Replies: 212
Views: 34922

I know this is obvious, but you can simply change the usermap's author in the BLF header if you are worried about accountability/banning. I don't think there is any other way to trace a modded map back to you (as long as you dont do something stupid and fileshare it).
by rocket360gs
Sat May 17, 2008 11:45 am
Forum: Modding Discussion
Topic: 176 kb files ?
Replies: 3
Views: 1148

A tip to avoid 176 kb files: In forge select Save as new map, instead of saving changes. All new maps are 116 kb in size, while maps with saved changes are 176 kb.
by rocket360gs
Fri May 16, 2008 5:48 pm
Forum: Modding Discussion
Topic: Forge map modding
Replies: 212
Views: 34922

err...Right. So, I created a pretty hilarious usermap the other day. It's 40 of the really big man cannons from Avalanche, all aimed straight up and right next to each other in a grid. It makes a big bouncy pit, and I built walls around it. My plan is for people to spawn above it with grav hammers ...
by rocket360gs
Fri May 16, 2008 5:45 pm
Forum: Modding Discussion
Topic: Forge map modding
Replies: 212
Views: 34922

by rocket360gs
Fri May 16, 2008 8:14 am
Forum: Modding Discussion
Topic: How are the hog and turrets tied together?
Replies: 37
Views: 6109

I really doubt that would be possible with a forge mod because that would require swapping dependencies.
by rocket360gs
Fri May 16, 2008 7:21 am
Forum: Modding Discussion
Topic: Forge map modding
Replies: 212
Views: 34922

Yeah you can't do that without modding.