[Tut] How to have more than 2 grenade types on a map

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Dirk Gently
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[Tut] How to have more than 2 grenade types on a map

Post by Dirk Gently » Fri Dec 26, 2008 7:18 am

Disclaimer: This should work perfectly. I have not done this in a while and am doing the completely from memory, so if it does not work, try messing around with it.

Here we go:

1. Open eschaton, open map, in this case i am going to use stock bloodgulch
2. now expand the map you want the additional grenades in.
3. from the stock bloodgulch, export both an itmc tag, lets use the pistol, and whatever type grenade you want. remember to use the proj, eqip types of the nade, and export a weap tag, lets say the pistol.
(Recursively export all except the weap tag.)

4. import both of them into the map you expanded and rebuilt
5. once that is done, quit eschaton, and reopen it, and load the map you have just rebuilt.
6. now you have gotten the hard part out of the way. now with your new weap tag, lets set some new things.
7. below is the layout of the dependancy swapper view of the tag. you are going to want to change the pistol you just imported to look like this:

mod2 (swap to the model of the grenade you want)
antr (null out)
coll (keep this as a pistol for now)
phys null
shdr null
effe null
foot (keep same)
snd! (keep same)
effe null
effe null
effe null
jpt! null
jpt! null
actv null
mod2 null
antr null
wphi (master rounds)
snd! (keep it if you want)
snd! null
snd! bull
ligh null
------
bitm tags, don't worry about them
------
effe null
eqip (the grenade eqip you just imported)
proj (the grenade proj you just imported)
effe null
effe null
jpt! (keep same)
jpt! null
jpt! null


8. Now: use that imported itmc tag and swap the weapon in it for the new weapon you just made
9. now, the hard part. either make new netgameflags, or use a current weapon's itmc to spawn this new weapon of yours.
10. load map in halo, and try out your new weapon. you will need to do things like reset the strings to whatever they need to be for the new grenade, and some touch up work of your own to make them look how you want them to look.

Sparky
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Re: [Tut] How to have more than 2 grenade types on a map

Post by Sparky » Fri Dec 26, 2008 9:25 am

What about the HUD bitmaps and stuff appearing on your screen?

Do you use Chunk Cloner for step 9?
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G[v]N
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Re: [Tut] How to have more than 2 grenade types on a map

Post by G[v]N » Sat Dec 27, 2008 2:00 am

Dirk Gently wrote:reset the strings to whatever they need to be for the new grenade
H-h-h-how?
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