Change starting weapons

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Jopaka
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Change starting weapons

Post by Jopaka » Sun Sep 19, 2010 5:38 pm

So i like to make little mods to play with some of my friends... usually simple mods to other mods (no i don't steal credit) but i would like to know how to change the standard starting weapons (so i spawn with them in slayer) and is there a way to do it without eschaton because one of them is a protected map
(HRMT Cryosis v2, I wanted to make starting weps battle rifle and energy sword)


on a side note can one of you direct me to a tutorial on how to duplicate, remove, move, and create spawnpoints, specifically weapons as i wanted to increase the number of swords on cryosis v2 and and decrease respawn time, mabey replace carbines with br's, too.

All help is appreciated btw add me on aim its marine33397 i am interested in filming machinimas, betas and just playing halo. ----)

Edit: Cryosis v2 cant be modded in sword edit or eschaton due to the fact the those bastards protected it in every way (kyoshi, you fucker) so i cant make more br's or swords and what not...
Last edited by Jopaka on Wed Sep 22, 2010 2:28 pm, edited 1 time in total.
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Amy
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Re: Change starting weapons

Post by Amy » Sun Sep 19, 2010 5:43 pm

Swordedit to do all the moving. Just load up your map, and dont quit swordedit everytime you save.

and usually gametyes are the only way to change starting weaps without eschaton.
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Sparky
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Re: Change starting weapons

Post by Sparky » Sun Sep 19, 2010 10:20 pm

Divine wrote:Swordedit to do all the moving. Just load up your map, and dont quit swordedit everytime you save.

and usually gametyes are the only way to change starting weaps without eschaton.
I thought you DO quit swordedit after each save.
You can use Eschaton to find the offset and go to that offset in hex and then change stuff from there. The trick is knowing which offset is the right one ;) so compare to an existing map and you'll figure it out.
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Samuco
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Re: Change starting weapons

Post by Samuco » Mon Sep 20, 2010 4:24 am

You can use HaloScript you know >_>

Code: Select all

wep1("sniper")
wep2("rocket")
etc.

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Re: Change starting weapons

Post by Amy » Tue Sep 21, 2010 12:32 pm

Sparky wrote:
Divine wrote:Swordedit to do all the moving. Just load up your map, and dont quit swordedit everytime you save.

and usually gametyes are the only way to change starting weaps without eschaton.
I thought you DO quit swordedit after each save.
You can use Eschaton to find the offset and go to that offset in hex and then change stuff from there. The trick is knowing which offset is the right one ;) so compare to an existing map and you'll figure it out.
i was originally gonna say dont save twice, but then i decided to make myself more clearer...
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Re: Change starting weapons

Post by Jopaka » Wed Sep 22, 2010 12:53 pm

Divine wrote:Swordedit to do all the moving. Just load up your map, and dont quit swordedit everytime you save.

and usually gametyes are the only way to change starting weaps without eschaton.
ahh i see, i wanted to change the starting weapons on hrmt cryosis v2 but its protected
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Jopaka
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Re: Change starting weapons

Post by Jopaka » Sat Oct 02, 2010 6:56 pm

Samuco wrote:You can use HaloScript you know >_>

Code: Select all

wep1("sniper")
wep2("rocket")
etc.

i tried, couldn't figure it out, those weps are exactly the ones I wanted to put in.
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Mgalekgolo
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Re: Change starting weapons

Post by Mgalekgolo » Sun Oct 03, 2010 5:12 am

do you have the CE incylopedia? if you do, find Z_my_item collection somewhere. if not, duplicate the oversheild/camo ITMC and go to refrence swapper and change the slots to WEAP
then choose your 2 weapons. this will cause a 2 weapon version of random starting weapons. A10 CMT has the best h2/h3/custom weapons. if you want, i can convert it for you(unless you have full)
now open swordedit (dont save twice) and duplicate a random ITMC. change it to that one you just made (you should rename it)
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Re: Change starting weapons

Post by Sparky » Sun Oct 03, 2010 5:25 am

protecting maps is silly
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Re: Change starting weapons

Post by Mgalekgolo » Sun Oct 03, 2010 5:36 am

Sparky wrote:protecting maps is silly
so true.
but my guess at the reasoning is so people dont make their tags look bad, like if you scripted a phantom wrong and it crashes into a cliff before throwing you out. there is actually no real reason.
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Re: Change starting weapons

Post by Sparky » Sun Oct 03, 2010 5:48 am

The reason is the same as watermarking an image, but even less effective. It's not quite the same as locking a door, however, since nobody sees what's behind the door anyway.
Either you are groping for answers, or you are asking God and listening to Jesus.

Jopaka
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Re: Change starting weapons

Post by Jopaka » Tue Oct 05, 2010 4:04 pm

yeah i'm kinda po'd about it. I had all these cool plans for it but then I opened it in eschaton...it was protected
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Re: Change starting weapons

Post by Sparky » Wed Oct 06, 2010 11:10 am

Contact the mod author(s) and ask for permission to use the unprotected map. Tell them you would like to send them the mod again after you've finished it and that they can release your mod in protected state for Halo CE (you'll have to convert back to CE), or either of you can protect it when it's done and release it for Demo / Trial / Full.

You should have plans beyond only changing the starting weapons, I think.
Either you are groping for answers, or you are asking God and listening to Jesus.

Mgalekgolo
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Re: Change starting weapons

Post by Mgalekgolo » Wed Oct 06, 2010 12:20 pm

i asked for a10 spv2 by CMT and got it (: not from CMT though, someone who had it gave it to me. its in the HALO section of mgm
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Smythe
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Re: Change starting weapons

Post by Smythe » Wed Oct 06, 2010 1:00 pm

Mgalekgolo wrote:i asked for a10 spv2 by CMT and got it (: not from CMT though, someone who had it gave it to me. its in the HALO section of mgm
Lol that'd probably be by pakar.
oh btw disturbed? you're an ass :/
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