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				The Maw final run
				Posted: Fri Apr 21, 2006 4:38 pm
				by Dominatr
				Is there any way to change the time limit at the end of The Maw where you drive the Warthog through a maze thirty-thousand times the size of the ship? The Flood, Covenant and explosions are enough, don't want to race time too
			 
			
					
				
				Posted: Sat Apr 22, 2006 5:50 am
				by Lijitsu
				Oh come on. The only thing you need to worry about is if it flips. It's easy, really. Just don't stop when you reach Echo 419, that'll save you about 4 or 5 seconds. And an easy way to get past the last stretch where you walk, is go outside the barrier.
			 
			
					
				
				Posted: Sat Apr 22, 2006 9:16 am
				by Edwin
				you dont even have to walk if you can hit that gap in the barrels just right.  oh,  and dont got through all the up-and-down thingys, they do mean things to you (like flip you out)
			 
			
					
				
				Posted: Sat Apr 22, 2006 10:19 am
				by Dominatr
				Yeah, but then there's times where people just want to take a tour, too.
			 
			
					
				
				Posted: Sat Apr 22, 2006 11:15 am
				by mustard_pudding
				Dominatr wrote:Yeah, but then there's times where people just want to take a tour, too.
ive also wanted to do this...
 
			
					
				
				Posted: Sat Apr 22, 2006 9:40 pm
				by Phenomena
				no you cant, its scripted...
			 
			
					
				
				Posted: Sat Apr 22, 2006 11:21 pm
				by [users]conure
				scripts are fun ^_^
the script data is stored
in the 
.meta of the scenario file
thou i have no idea how it is compiled so good luck with that but u CAN if uwork hard enough 

 
			
					
				
				Posted: Sun Apr 23, 2006 8:21 am
				by Dominatr
				Phenomena wrote:no you cant, its scripted...
Damn. Eh, PMI's were thought to be impossible before  
 
  
 
			
					
				
				Posted: Wed Apr 26, 2006 4:39 pm
				by Phenomena
				did i say it was impossible?
			 
			
					
				
				Posted: Wed May 03, 2006 1:52 pm
				by Dominatr
				Not exsctly but you said it can't be done. Someone might find out a way soon though. 
PS: Sorry if this counts as a bump, wasn't on for a while
			 
			
					
				
				Posted: Wed May 03, 2006 2:36 pm
				by MasterNeoChief
				Hmm... Just brainstorming here, would it be possible to look up the script commands through hexing? I know the timer commands, I think I've seen them laying around somewhere...
			 
			
					
				
				Posted: Wed May 03, 2006 2:51 pm
				by Edwin
				you can hex anything in a map, go for it, make the next bmajor breakthrough Halo Moding, shoot, i'll come back full-time if you do it.
			 
			
					
				
				Posted: Wed May 03, 2006 3:07 pm
				by SMASH
				Use a program call "T-Search". It's amazing at searching for values... for example, I can get ANY score in pinball because I do a search for my current score... score some more... then search for my new score inside of those scores. I know it's possible for things like ammo but I haven't tried it with timers...
			 
			
					
				
				Posted: Thu May 04, 2006 3:37 pm
				by Edwin
				yeah, but t-search finds memmory addresses and modifies them, not actual hex values within a file.  Tsearch is useless in Halo because halo uses a dynamic memmory allocation system so it only uses the ram it needs.  The downside of this means that simply changing or freezing a single memmory adress (so you want infinite pistol shots) will do no good because the next time it references that data, it may have been assigned a different memmory address.
			 
			
					
				
				Posted: Thu May 04, 2006 3:59 pm
				by Warbandit mk 3
				It would be easier if you extract the scenario tag that contains The Maw timer and then hex it.
			 
			
					
				
				Posted: Thu May 04, 2006 4:03 pm
				by [users]conure
				or better yet u could just convert a custom CE scenari owith all the scripts u need............
but meh uwould need to pmi it back i ncuase if u re-inject it u get problems
			 
			
					
				
				Posted: Thu May 04, 2006 7:27 pm
				by Edwin
				bud, you can't PMI a script.... why does everyone use PMI  as the term for adding anything to a map?  does anyone even know what it actually STANDS for?
			 
			
					
				
				Posted: Thu May 04, 2006 7:43 pm
				by Lijitsu
				Edwin wrote:bud, you can't PMI a script.... why does everyone use PMI  as the term for adding anything to a map?  does anyone even know what it actually STANDS for?
You seriously have to wonder that sometimes. Heck, up until recently, I thought RaVn had no idea how to mod anymore.
 
			
					
				
				Posted: Thu May 04, 2006 8:44 pm
				by [users]conure
				..
yes u can ask phenom
he knows u can
u takea  CE map extract the scenario replace the old one and uhave anew scenario with a script..............
its how idid avehicle teleporter in my one mod....................
gezz..... u guys realy are behind overe here............
edit: pmi is perfect model injection 

now bow! muhahaha[looks vainly around for some1 who will support me]
 
			
					
				
				Posted: Fri May 05, 2006 1:22 am
				by mustard_pudding
				just because you know what it stands for doesnt mean you can misuse it, conure...