Everybody always asks how to make Halo 2 mods and I found this: *NOTE* Some of these tutorials may be against the rules. If they are then please remove them, thanks! Also the name of the thread is "59 + 40 DotHalo Tutorials" because it is two seperate tutorials. One of which has 59 DotHalo tutorials and the other of which has 40 DotHalo tutorials. [bold]59 DotHalo Tutorials[/bold] By: y2k Hell99 [bold]-------------Table Of Contents-------------[/bold] (1)Weapons of Mass Destruction Tut (2)----ADD PELICAN TO A MAP----- (3)Diffrent Sky TUT (4)Old Maps on Live (5)Adding Zoom to Any Weapon (6)Adding a jetpack (7)Flying Ghost TUT (8)How to make cool weapon effects for halo 2 (9)Intermediate: Play as a Hunter (10)Make a Lazer Point (11)First person warthog (12)Change your weapon spawn. (13)Make Other Team Have No Ammo You Have Unlimited (14)Projectile Color Change (15)Making a Death RAY out of any weapon (16)Make projectiles fall from the sky (17)EveryOne Can SuperJump (18)LandFill for Dummies (19)Throw Banshee Bombs (20)Take the Scope Off the BR (21)Change a Weapon's Aimer (22)Take a Turret off a Vehicle (23)Grenades Into Rockets (24)Super Punch (25)Changing Projectiles (26)Change Starting Weapon (27)Add a Scarab to Turf (28)Make Human Vehicles Faster (29)Change Grenades into Objects (30)Make a Tank Shoot a Beam of Death (31)Fighter Jet Warthog (32)Prevent Failed to Load Map (33)Simple Weapon Effects (34)Carry 3 Weapons No Dual wielding (35)Shoot Powerups (36)Increase Item Pickup Distance (37)Rapid Fire with DotHalo (38)Make a Weapon Shoot Stickies (39)Warthog turrent swaps (40)Longer Ranged Sword (41)Orange Main Menu (42)Make People Invincible (43)how to make everyone super jump (44)No Overheat on Plasma weapons (45)Apply Serenity Patches (46)Edit Game Types And Profiles (47)How To Make Vehicles Leave Trails Of Fire (48)Making a PPF File In Dot HAlo (49)Shader swaping (50)Stop People from member locking (51)Flying Warthog For Everyone (52)Changing Jump Heights!!! (53)Changing run speed!!! (54)Changing Spawn weapon!!! (55)Changing what spawns where!!! (56)No Sliding in speed run!!! (57)Infinate Ammo, Fully Auto, and No Reload!!! (58)Changing what grenades look like when thrown!!! (59)Modding your xbox with the safe splinter cell files ---------------------------------------------------------------------------- (1)Weapons of Mass Destruction Tut To all new people at modding (I feel that the word n00b is insulting so I'll stick with 'new people'), I see many of you seek the ways of the modder. Many of your new modding kind see that Weapons of Mass Destruction are amusing. I will teach you this. Such as how to shoot rockets out of your pistol, to shoot tank shells from your warthog, very simple it is; projectile swap. 1. You have to first download HMT 3.5, the latest version out there of HMT. I'm assuming you want to mod powerful weapons, I know so, we've all been through that stage, even the great modders. 2. Extract HMT to a folder, and run the .exe in one of the files called 'HMT .v3.5', the .exe has the little icon that looks like a speaker and a musical sign called 'HaloMapTools'. 3. All right, first thing's first, BACK UP YOUR UNMODDED MAP FILE , 'backing up' your files means to copy your file and put it somewhere safe. For this example we'll use Blood Gulch, in the 'MAPS' folder, Blood Gulch is bloodgulch.map. The default directory is C:\Program Files\Microsoft Games\Halo\MAPS. And if you put it on another drive, maybe D:\Program Files\Microsoft Games\Halo\MAPS . And so forth. 4. In HMT, there is a little button in the bottom left hand corner called 'Open Map Folder', click on that black button, it'll ask for a directory, go and navigate to your bloodgulch.map file. Open it, it should show sections starting from 'Actor Variant'. Now, what you probably want is to have weapons shoot explosives. 5. Let's start with a pistol shooting rockets, down on the 'Projectile' section (the sections are partially in alphabetical order, from the letters inside the brackets). And double click on the section called 'Projectile', it should come up with a list of projectiles below it. Go to 'weapon\pistol\bullet' and click on it once, now, there should be a black button that says 'Swap', click on that, it should come up with a list of projectiles, choose weapons\rocket launcher\rocket twice as a double-click. Then click the black button that says 'Save'. Congratulations, you have successful swapped a projectile, swap the other projectiles as you want them to. Make sure that you save your work by pressing the 'Save' button each time. 6. When you are done, click the button at the bottom that says 'Close Map File', and make sure that your modded bloodgulch.map is in your Halo Maps folder. Run Halo, host a game (your mods only work when you host a game) in Blood Gulch, and test out your Weapons of Mass Destruction! Enjoy ---------------------------------------------------------------------------- (2)----ADD PELICAN TO A MAP----- Step-1 Open Maps First, open Insolence. Now, open the multiplayer map in which you would like to play with the driveable pelican. Also open 05a_deltaapproach.map. Step-2 Drag and Drop To add the vehicle you must drag over the vehicle pelican. It will drag over the other pelican vehicles for you. Navigate your way to the pelican under the vehi tag. Drag and drop it from 05a_deltaapproach.map to your map that you want the pelican in. Step-3 MoveBox Each time you drag & drop a tag, a small status box will pop up to give you information about what the program is doing while you wait. The longest part is usually "Relinking" and it may seem like it froze.. It didn't, it just has to do a lot of file reading & writing at this point, so let it be. When the move is done, the box will go away. Step-4 Close unneeded maps Close 05a_deltaapproach.map Step-5 Fix Seats Since this vehicle was made for campaign you are going to need to change many string indincies. Select the pelican vehicle and double click it. Then underneath the change plugins there should be the following text "IFP Plugin -"Vehi"Edit mode". Click it and it will change and say "IFP Plugin-"Vehi"Dev mode". From there go to Unknown 11 under Reflexives. Underneath the words "Author: Iron_Forge" There is a drop down bar with and arrow on the right side with a bunch of numbers. We will only need to edit 0-11. Under the 0 change the first string ID to "warthog_d". Then you are done. Go to 1, and change the first string ID to "spectre_p_r". Do the same for 2-10. For number 11 change the first string ID to "warthog_g". Step-6 Adding the pelican First go to 'map options' in the upper left corner and go to 'sort by path'. Then click multiplayer, and select "multiplayermultiplayer_globals.mulg". Double click it. Got to Dev mode and choose unkown 2. Choose uknown 2 under that, and choose number 2 in the upper left drop down box. Double click the ID and change it to pelican, you can do the same for number 3, then there are no more tanks, only pelicans. Step-7 Fix encryption Go to 'map options' in the upper left, and click 'fix map signature' and wait 10-20 seconds, usually less. Then ftp it over to your xbox and enjoy. Note: The pelican will be flipping wildly, but if you flip it and hold x near the drivers seat you will get in and drive. ---------------------------------------------------------------------------- (3)Diffrent Sky TUT 1. open up guerilla. 2. go to file>new> and select sky from the list. 3. now click on the "...." next to model and open up the tags\sky\space\space.gbxmodel 4. now give the outdoor abient radiosity color and outdoor fog color similar values to the ones i have. or just click the color box next to the values on the right and choose your own colors. 5. now click on the add button for the lights section followed by choosing the sunflare effect in the tags\sky\space\sun in space.lens_flare 6. now choose the color and set it to a very light yellow like so 7. check the affects exterior button, give it a power of about 1.7, set the test distance to 50, set directions y and p to *-30 and 25* to get the sun over the galaxy, and give it a diameter of about .2. all of this is indicated in the following picture 8. save the sky 9. now edit your scenario to use this sky and now you have a new sky! ByaRkRaZ0r ---------------------------------------------------------------------------- (4)Old Maps on Live Modded ascension? Want to show everyone online? Can't? Now you can! All you need ------------- MapConverterPRO In order for me to play my modded ascension online, i will need to replace one of the dl maps with it. With the MapConverterPRO i can do this with ease For this tutorial i will replace warlock with ascension -------- 1.Open up ascension in the MapConverterPRO 2. Click on the dropdown box4.Select Warlock 5.Hit convert 6.Now ascension reads as warlock 7.Now create an FTP connection and go to the folder which has the maps containment and warlock in 8.Delete warlock 9.Copy ascension over 10.Double-click it and rename it to warlock.map 11.Now restart your xbox with Halo2 in, start up the warlock map and it'll bring up ascension Anyone who tries to join will not be able to unless they also have ascension instead of warlock Hope this helps This can also be used to play the mimesis maps online, Hurray! ---------------------------------------------------------------------------- (5)Adding Zoom to Any Weapon ok, i was bored and rather cleaning my room i thought to do something mindless, pontless, but help the community 1. Make your model and so forth 2. When making your .weapon for your weapon go to zoom. For a simple, pistol, like scope do zoom level 1...2 to 2...for a sniper do levels 2..2 to 5 or whatever. You can make it zoom as many times (im guessing) and as far (still guessing) 3. open the weapon your got the gbx tag from and look for <name>.weapon_hud_interface. 4. save as <your weapon>.weapon_hud_interface 5. Scroll down untill you get to crosshairs...if you have a weapon that does zoom go to step 6. If not go to step 9 with: 6. look through the weapon_hud_crosshairs untill you get a zoom crosshair for mutliplayer. 7. Now in the bitmap you open and (if you want to change it) look at ui/hud/bitmaps/ and then sniper (pistol has none) and choose a sniper crosshair for zoomed. 8.(optional) If you have a custom one go to the folder you have it for and open it up. without: 9. go to crosshairs and make a new weapon_hud_crosshairs. Make it a zoom for multiplayer. 10. For bitmaps look at steps 7+8 11. make a new crosshairs overlays. 12. change whatever you want. colors , anything 13. at the bottom of croshairs overlays is the flags. click only show when zoomed. and if you want different bitmaps for different zoomes make a new crosshair do zoom multiplayer. New bitmap. make a new overlay and click one zoom level. this is also for making custom retulciles for weapons. Make a new aiming crosshair for mutliplayer...put in the bitmap and go ahead with the overlay. but you should click dont show when zoomed hope this helps ---------------------------------------------------------------------------- (6)Adding a jetpack Written by Infection - Format by insolence.epgservers.net Step 1- Open Maps First, open Insolence. Now, open the multiplayer map in which would like use the Jetpack. Also open any campaign map in which contains the Jetpack. For this tutorial I will use lockout.map and 01b_spacestation.map. Step 2- Drag & Drop What we will need to drag over now is the hlmt tag of the jetpack objects\characters\elite\elite_jetpack\elite_jetpa ck . Left click it once to select it, then left click again and drag & drop the tag into lockout.map. It will add it recursively. Step 3- MoveBox Each time you drag & drop a tag, a small status box will pop up to give you information about what the program is doing while you wait. The longest part is usually "Relinking" and it may seem like it froze.. it didn't, it just has to do a lot of file reading & writing at this point, so let it be. When the move is done, this box will go away. You can now close your campaign map. Step 4- Making it driveable After you have moved the hlmt tag of the jetpack you now have the option to choose whatever vehicle you want to replace it with (banshee,warthog,ghost,etc) , but I will just explain to you how to make it so you can drive it and shoot it with other weapons at the same time. Go to the weap tag and click the sentinelbeam , then dependencies and swap the hlmt with the objects\characters\elite\elite_jetpack\elite_jetpa ck and null out the proj . Now go to the hlmt tag then warthog click dependencies and null out all effects! REMEMBER ONLY NULL OUT ALL EFFECTS IN WARTHOG HLMT TAG after you finished nulling out all the effects swap the coll and phmo with the ghost. , after you have finished that go to the mode tag and null out the following dependencies of the tags : objects\vehicles\warthog\garbage\bumper\bumper objects\vehicles\warthog\garbage\hubcap\hubcap objects\vehicles\warthog\garbage\lb_fender\lb_fend er objects\vehicles\warthog\garbage\lf_fender\lf_fend er objects\vehicles\warthog\garbage\rb_fender\rb_fend er objects\vehicles\warthog\garbage\rf_fender\rf_fend er objects\vehicles\warthog\garbage\sailpanel\sailpan el objects\vehicles\warthog\garbage\tire\tire objects\vehicles\warthog\garbage\winch\winch objects\vehicles\warthog\turrets\chaingun\chaingun objects\vehicles\warthog\turrets\chaingun\garbage\ shield_garbage\shield_garbage objects\vehicles\warthog\turrets\gauss\gauss objects\vehicles\warthog\warthog ok after you nulled out all the warthog's shaders , go to the vehi tag and click objects\vehicles\warthog\warthog Click the tag editor(meta editor) and check the flying box , then go to the seats drop-down tab and put it on 0, now uncheck fire weapon and check enable hud so you'll have a hud.Now go back to the seat drop-down tab and put it on 1 and check disable seat then go to dependencies and swap the warthog_horn weapon with the sentinelbeam. Congrats your warthog is now a jetpack. Step 5- Placing the Jetpack(Warthog) Go to the itmc tag then find the shotgun , then go to dependencies and swap the shotgun weap with wartho vehi. Step 6- Fix Encryption Select "Fix Map Encryption" from the Map Options menu, close the map, and FTP it up to the Xbox. ----------------------------------------------------------------------------- (7)Flying Ghost TUT Open up HMT, and open up Bloodgulch.map. Now if you haven’t used HMT before, you are going to love it! You can do so much with it – change the model of a vehicle, cange/edit textures, swap projectiles, make vehicles go faster, I could make a very long list of all the things you can do in HMT. Fool around with it. It’s a nice program. In HMT, all the tags are neatly organized into tabs. Some of the tabs are Bitmap, Collision Model, Sky, Sound, Weapon, etc…. And they all have a 3 or 4 letter abbreviation in front of them. So, your screen should be full of little things that look like this: [effe] Effect (350 Items) 350 items means that there are 350 tags in that section. So, scroll down to the tag that looks like [vehi] Vehicle (6 items) Then click that little + to the right of the tag. Then 6 tags will appear below the vehicle tab. So, it should look like this: Then, click on the tab that looks like vehicles/ghost/ghost_mp. This is the tag for the ghost. After you click that, a box on the left should fill with information you can edit and mess around with. All you have to do to make it so the ghost can fly is change the Vehicle ID from Ghost/Wraith to Drop Ship/Pelican. That’s it!!!! Now your screen should look like this: That’s all you have to do! HMT has already edited your map file for you, so there is no need to save. Open up Halo, and fly around in your new flyable ghost! You may want to make your ghost faster, all you have to do is change the max forward speed up a little. A tiny bit makes a huge difference. Good Luck! ----------------------------------------------------------------------------- (8)How to make cool weapon effects for halo 2 Ok well first of all let me tell you something because before you make weapon effects you have to have effect literacy, which basically means you need to know the basics of it so you can tell what other people did and stuff and so you can even visualize you effects before you make them. Effects are made up of three different tags, which are prt3 (particle), pmov (particle physics), and PRTM (particle model), which is barely ever used, but I like to use because you can get some cool effects with it sometimes. Another thing you need to know is that not all weapons have a contrail some have effects as a contrail like the rocket launcher and needler and some don’t even have a contrail of any sort at all like the magnum and battle rifle. A contrail is basically the effect that follows behind the projectile as it travels. If a weapon doesn’t have a contrail then you can swap projectiles so it does and if you plan on using that projectile again then that’s when insolence comes in use and you can duplicate the projectile and the effects that are tied with it such as for the rocket launcher projectile, it has the rocket exhaust effect and the rocket detonation effect which you can edit the prt3, and pmov dependencies for it to make it look different. For a lot of effects that use pmov I like to change the tag to prt3 or PRTM because pmov doesn’t really give any cool looks for the effects at all. For this tutorial we are going to edit the rocket launcher. To start open up foundation.map (you can use whatever map you want for your own effects) in a map editor (I like to use dothalo for swapping dependencies). Then locate the projectile tag (short form is proj) and click the rocket projectile. Look at it’s dependencies. Their should only be two different effects which should be (effects\impact\explosion_large\rocket_launcher\ro cket_detonation) and (effects\objects\weapons\support_high\rocket_launc her\rocket_exhaust). If you’re using dothalo click the rocket exhaust effect and then click “Goto Tagâ€?. Now since you are at the rocket exhaust effect you should see 4 prt3 dependencies and 1 pmov dependency. Now swap the prt3 dependencies around with other prt3 dependencies and swap the pmov dependency with another pmov dependency to your liking. Make sure when you swap a dependency you click save changes so the swap stays how you put it. Then do the same exact thing to the rocket detonation effect. After you’re done resign the map and close it. Then ftp the map to your xbox and test out your new rocket launcher effect. What I like to do is only swap one dependency for prt3 and null out all other dependencies in the effect so that the only one that shows is the one that I changed it to. Now you’re probably thinking why in the world would you do that but really if you want to become good at this you need to know what each prt3 looks like so you can have an idea of what you’re effects are going to be like. I also like to do this for PRTM and pmov. Also you can also edit the bitmaps for effects to change color of effects and shape. Good luck making effects : ) Literacy: The condition or quality of being knowledgeable in a particular subject or field Contrail: A visible trail of streaks or cloud of some sort created from a projectile model or just the projectile itself ----------------------------------------------------------------------------- (9)Intermediate: Play as a Hunter Difficulty: 3/5 Skill: Intermediate Programs needed for this tutorial: Insolence Maps needed: Any multiplayer map Single player map: 03a_oldmombasa single_player_shared.map Step 1: Open up Insolence and open up 03a_oldmombasa.map. Step 2: Open the multiplayer map you wish to play as a Hunter on. Step 3: On the 03a_oldmombasa window select the bipd tag. You should see the Hunter tag: objects/characters/hunter/hunter. Left click and drag it over to the multiplayer map. A statusbox will appear and show you what Insolence is currently doing. You will get a pop-up saying to locate the single_player_shared.map file. Find this and allow Insolence to finish. Insolence may appeared to have frozen, just leave it be. I tend to leave it for 10 mins and when I get back it is finished. Step 4: Once the Hunter bipd tag has been transfered across to the multiplayer map you can close the single player map 03a_oldmombasa. However the Hunter is no where near playable yet. Step 5 Replacing Multiplayer Character: Locate the [bipd] tag and click on the character you want to replace with a Hunter. I am using an Elite. Click on the 'edit mode' to change to dev mode. Now click 'all dependencies'. Now on 'Object Properties' change the objects\characters\elite\elite to objects\characters\hunter\hunter. Now if you play as an Elite you will be a hunter. Step 6 Placing Hunter's Weapon on the map: Open the [itmc] tag. This shows the list of the all weapons placed on the map. Choose which one you want to replace with the hunters weapon. I am using the Plasma Pistol. Click Item Permutations, then visible dependencies, it should say objects/weapons/pistol/plasma_pistol/plasma_pistol. Double click this and change it to objects/characters/hunter/hunter_particle_cannon/hunter_particle_cannon. The plasma pistol has been replaced with the Hunter's weapon! However the plasma pistol will not show up on the map. Don't worry though! If you walk over where the plasma pistol should be on the map, if you are playing as a Hunter, you will automatically pick up the particle cannon and be able to perform melee attacks! Step 7 Fixing Sounds: Open the [hlmt] tag and click on objects/characters/hunter/hunter to open it. Click the 'edit mode' again to change to dev mode. Under Reflexives select variation. Then click all dependencies. You should now see a table with sound/dialog/combat/hunter. Double click it and select Nulled Out. Now open the [bipd] tag and select the hunter. Click visible dependencies. Change the variable effects/materials/objects/characters/hunter to effects/materials/objects/characters/elite. Step 8 Weapon Sounds: Click on the [weap] tag and click the objects/characters/hunter/hunter_particle_cannon/hunter_particle_cannon. Under Reflexives, select Attachments and change sound/weapons/hunter_cannon/hunter_cannon_loop/hunter_cannon_loop to Nulled Out. Step 9 Fixing the Weapon Projectile: Open the [proj] tag and click objects/characters/hunter/hunter_particle_cannon/projectiles/particle_cannon_ component. Click Visual Dependencies, and find sound/weapons/hunter_cannon/hunter_cannon_flyby. Change this to Nulled Out. ##FINISHED! ----------------------------------------------------------------------------- (10)Make a Lazer Point ok first you need to turnon the flash light for the masterchief then go to the light tag and go to masterchief\flashlight_1p change the light intensity and burst to 3 change both red colors to 1 or higher and all the other colors to 0 set the radius of light to 0.1 and then radiusof light 2 to 0.01 set the z position to 0.35 do the same thing for flashlight_3p ----------------------------------------------------------------------------- (11)First person warthog Click the first person button under any vehi tag. By SomewhereIntheworld ----------------------------------------------------------------------------- (12)Change your weapon spawn. I will be using SMG to BR on Warlock. Go to [WEAP] tag and highlight ...\rifle\battle_rifle\battle_rifle. Copy the meta offset in the top left of the Tags window. Now highlight ...rifle\smg\smg. Delete the meta offset and copy the meta offset from the BattleRifle. Re-Sign. Done. ----------------------------------------------------------------------------- (13)Make Other Team Have No Ammo You Have Unlimited First Open up Dot Halo and scroll down to the WEAP tag. Then go to what ever weapon you want I'm going to use the SMG. In the tag editer window scroll down to clip and click 0. Then Change deplete ammo and recharg ammo to 1000. Change everything else to 1 ----------------------------------------------------------------------------- (14)Projectile Color Change Step 1- Open Dothalo and the preferred map of your choice. Ill use Triplicate.map aka. Terminal Step 2- Go to the [Proj] tag and then choose your projectile of choice. Im going to use the plasma rifle Step 3- Once you have your projectile of choice go to the Dependincies/Lone IDs window. There should be a bunch of words that are listed. Then look for something like this objects\weapons\rifle\plasma_rifle\damage_effects\ plasma_rifle_bolt, it should be a jpt! tag Step 4- Now go to the Tag Class in the Dependencies window and look for the [ligh] tag, then go to the 2nd scroll window where it says Null. Step 5- Once in the [ligh] tag there should be things like scenarios/....sphere yellow and the other things in the game involved with colors/light Step 6- Ill choose scenarios/.....sphere yellow, once you click your color go straight to to the Save Changes button on the Dependincies/Lone IDs window right next to the GoTo Class like this: ----------------------------------------------------------------------------- (15)Making a Death RAY out of any weapon You need H2X and DotHalo Step 1 open H2X and open ur map and go to the weap you want to make a death ray for this tut i will be using a plasma rifle now salect the plamsa rifle click meta editor click the fireing type tab and make sure thay are set as follows 0 ID 0 Trigger ID -1 Secondary Fire (Y/N) 0 SF Value 0 SF Value 0 SF ID then click the projectile tab then under minimum and maximum ROF (RATE OF FIRE) type 0 thin in the trigger delay box type 0 this in the muzzle climb box but 0 and then if the weap you are workin on is a plamsa weap (mine is) you go down two Age Per Round and type 0 and go to Heat Per Round and type 0 (this well make the plasma weap never overheat and then hit the blue save changes button and then the white and close H2X NOTE: if your weapon you want want to make a death ray out of is a human type when you get into dot halo go to the weapon tags and go to the weap you want and open it up click on the clip box thin hit 0 in the drop down box then edit the ammo and make all the ammo values 10000 this well make no reload and alot of ammo holding the trigger down it take around four mins to empty a human fully auto weap with that much ammo so you should be fine Step 2 open Dothalo open ur map (the one you just edited in H2X) go to the weap tag the go to (the weap you were working on in H2X) in the tag editor scrowl down to projectile then hit 0 in the drop down box (this is where it starts becomming the death ray) type 10 or 15 in the bullets per shot box not anymore then 15 cuz it makes the game lag when you shoot it cuz of the ROF ok after that go to the Minimum and Maximum spreads if you want the ray to be skinny really dence type in the sniper rifle spreads if you want it to be in the middle kinda type the human turret spread values if you want it to be large then type the ones from the shot gun thay are as follows The Sniper Rifle Values Minimum Spread: 0.008726646 Maximum Spread: 0.008726646 The Human turret Values Minimum Spread: 0.008726646 Maximum Spread: 0.01745329 The shot gun Values Minimum Spread: 0.1396263 Minimum Spread: 0.1745329 Ok after you have changed the spread values to the new ones of your choice hit save changes then go to the projectile tags and edit the plasma rifle bolt or what every your weap / death ray shoots im using the plasma rifle bolts open up the plasma rifle bolt tag and scrowl down and Change the initial speeds and finel speeds to how ever fast you want the ray to go i find that 1500 is fast enuf it doesnt really need to be anyfaster and then hit save changes and ur done Cool extras Beat downs... go to the weap tag go to the weap you just made into a death ray go to the depedencies of that weap and Swap all the JPT! damage_ effects melees to that of sword melees (one hit beat downs makes me feel all worm and fuzzy inside smile.gif ) Shaders..go to the mode tag go to the weap you just made into a death ray and click it go to its dependencies and swap its shadders Note: the LOD shadder of a weap is what it looks like from far away other then that most are self explanatory allso after your down swappin the shaders of that go to the FP (First person shadders) you hafta change those to if you want it to still look deff when you have it in your hand ----------------------------------------------------------------------------- (16)Make projectiles fall from the sky This is pretty simple. Tutorial for DotHalo First, if you want the propjectile to be an actual projectile, open it in the projectile tag and change the Starting and Final Speed in the tag editor to 0, so it will fall straight down. If you want it to shoot a bipd, or something from the bloc or mach tag, then you dont need this step. Second, go to the rocket launcher or plasma pistol in the [weap] tag and change the projectile(s) in the Dependencies Window to the projectile you changed in step 1. Third. Scroll down in the tag editor to the Projectile section and click on the drop down box. Choose 0 if you changed the top projectile, and choose 1 if you changed the second projectile. When the page refreshed scroll down again. Change the bullets per shot to to however many you want to fall from the sky. I suggest 10 for rockets and brute shots, 18 for grenades, and 1 for wraith shot. Then change the X Spawn Coord to however far ahead of you you want them to fall. (I suggest anywhere 10-15). Then change the Z Spawn Coord to 15. Hope this is useful and easy to understand ----------------------------------------------------------------------------- (17)EveryOne Can SuperJump step 1-open dot halo and the map u want everyone to superjump on step 2-go to [bipd]biped and select a charater step 3-go to jump hieght in the tag editor and change it to at least 500 and save changes,do with all the charaters if u want step 4-go to [phmo]physics model and select the charater step 5-go to the tag editor and uncheck the alive box step 6-change the object weight to 0 step 7-save changes and fix encryption Have Fun! I'm not sure if the jump hieght has to be 500 but mine didnt work when I put it on 15 ----------------------------------------------------------------------------- (18)LandFill for Dummies Use the program in the files section (in my Aiov2 Tools) to add Single_Player_Shared.map to the main menu after you have Halo 2 on Your Hard drive but for right now go into dothalo and open the main map then go to globals and add Single_Player_Shared.map and make sure you Single_Player_Shared.map in your map section on your hdd. (Landfill is Bungies test level its just a gray box with lots of stuff i it ex: elite) ----------------------------------------------------------------------------- (19)Throw Banshee Bombs 1)open a map in dothalo 2)go to the proj tag 3)click on banshee bomb and copy its meta offset 4)go down to frag grenade and click on it 5)paste the meta offset of the banshee bomb onto the frag grenade and save tag changes 6)fix encryption Everyone can see!!!! ----------------------------------------------------------------------------- (20)Take the Scope Off the BR 1)open a map in dothalo 2)go to the mode tag and find the fp battle rifle and null out its dependencies 3)optional do the same thing for the other scope 4)then go to the shad tag and null out the br scopes dependencies there 5)fix encryption ----------------------------------------------------------------------------- (21)Change a Weapon's Aimer 1)open a map in dothalo 2)go to the weap tag and select the weapon you want to change 3)in the dependencies window you should see the nhdt tag 4)click on it and in the dependencie drop down box change it to whatever you want 5)save changes and resign ----------------------------------------------------------------------------- (22)Take a Turret off a Vehicle select a vehicle turret in dothalo in the dependencies window null out everything and save changes one at a time fix encryption and resign ----------------------------------------------------------------------------- (23)Grenades Into Rockets 1)open a map in dothalo 2)go to the projectile tag 3)ill use rocket and frags for this tut 4)copy the meta offset of the rocket 5)paste the meta offset of the rocket onto the frag and save changes 6)fix enceyption and done! ----------------------------------------------------------------------------- (24)Super Punch 1)open a map up 2)Go to the ipt! tag and click it 3)Then go down and click Strike Damage 4)Change the force to 150 save changes and fix encryption and ur done ----------------------------------------------------------------------------- (25)Changing Projectiles 1)open a map in dothalo 2)Now scroll down until you see the weapon tag, click it 3)Now click the weapon that u want to change the projectile 4)Now go to the Dependencies window and click on the projectile tag 5)Now drop the Dependencies/LoneIds bar and click on the projectile you want to change it to Now save changes and Fix Encryption and ftp it to ur xbox and your done ----------------------------------------------------------------------------- (26)Change Starting Weapon First Open a map in dothalo Now go to [itmc] Item Collection I will be changing the SMG so we can spawn with our BR so just click MultiPlayer/Single_Weapons/SMG Now Go to the right that is the dependency window Now CLick weap - objects/weapons/rifle/smg/smg Now click on the Dependencies/LoneId drop and choose objects\weapons\rifle\battle_rifle\battle_rifle Now click Save Changes and a window should pop up Click OK and you are done! You can change this to change you starting weapons, weapons on map or even make a vehicle spawn where a weapon would be. ---------------------------------------------------------------------------- (27)Add a Scarab to Turf 1)open turf.map in dothalo 2)go to the [itmc] item collection tag 3)click on sniper rifle 4)in the dependencies window click on sniper rifle again 5)drop down the tag class box and select mach 6)drop down the depencie/loneI.D. box and select scarab 7)save changes,fix encryption and your done note:this method can also be used to add vehicles to maps ----------------------------------------------------------------------------- (28)Make Human Vehicles Faster 1)first open a map in dothalo 2)then go down to the [vehi] vehicle tag and select the vehicle you want. 3)in the tag editor change the reverse speed, reverse speed accel, human vehi speed, and human overall speed to 5 or higher. 4) change the human vehi handling to 2 5)save tag changes,fix encryption and your done ----------------------------------------------------------------------------- (29)Change Grenades into Objects 1)open a map in dothalo 2)go to the [itmc]Item Collection tag 3)select the grenade you want to change 4)click on the grenade in the dependendencies window 5)in the dependecies\loneIDs\reflexives window drop down the tag class box and change it to the tag that you want 6)then drop down the dependcie\loneID box and select what you want to change it with 7)save changes and fix encryption ----------------------------------------------------------------------------- (30)Make a Tank Shoot a Beam of Death 1)open a map in dothalo 2)go down to the [weap]weapon tag 3)select objects\vehicles\scorpion\turrets\weapon\cannon_tu rrets 4)go to the tag editor 5)go down to projectile and change it to projectile 0 6)make bullets per shot 1 7)make minumum and maximum rate of fire 1000 8)make minimum and maximum spread 0 9)switch it to projectile 1and do the same thing 10)save changes to the tag 11)now switch it to objects\vehicles\scorpion\turrets\weapon\cannon_tu rrets_mp and do the same thing you did for bjects\vehicles\scorpion\turrets\weapon\cannon_tur rets 12)save changes to the tag,fix encryption and your done ---------------------------------------------------------------------------- (31)Fighter Jet Warthog 1)open a map in dothalo 2)go to the vehi tag and choose warthog 3)in the tag editor under Vehicle ID click on banshee and under physics click flying 4)optional: under boost check the box has boost 5)save tag changes 6)in the dependencies window click on the weap and change it to rocket launcher 7)save changes and fix encryption ---------------------------------------------------------------------------- (32)Prevent Failed to Load Map Every Halo 2 map files have a unique signature. When you open and edit a map in dothalo or apply a PPF patch to a map its signature changes. Halo 2 looks for these unique signature. If you put on a modded map with a different signature Halo 2 will not load it and you will get the 'You failed to load the map' To play the new maps modded online you need to make the signature go back to its original state. To do this simply download The aio V2 installer Open the Map Resigner and open the map you want to load. You will see its current signature next to the map name and the map's original signature in the box. If you modded the map you will see a difference in numbers and letters. Click the button 'Resign' and the signature will go back to its original state! The map will now load! FTP this onto your xbox. NOTE: Everytime you mod the map you will need to fix the map's signature before you put it onto your xbox or it will not load!!! BTW I know most modders know this but it for complete beginners as most do not know how to get their maps loading. Also I do know Azzid posted about this in the sticky but I thought I would make it clearer as people still post about it. ----------------------------------------------------------------------------- (33)Simple Weapon Effects Ok So you want to make those cool effects? Well you can, but to an extact seeing this is just begginer version. 1) Open your map in Dothalo. 2) Go to the effects tag. 3) Go to the weapon you want to mod the effects It should have a firing don't do like a trigger etc. 4)Edit the prv3's and Prt's I think those are the names fix encytion. ----------------------------------------------------------------------------- (34)Carry 3 Weapons No Dual wielding Description: This tutorial will show you how to carry three weapons like Rocket Luncher, Sword, and Sniper. This is NOT duel wilding either. Requirements: DotHalo or H2Edit Steps: 1) In the Tags window go and open the weap tag and select objects\weapons\melee\energy_blade\energy_blade. 2) In the Tag Editor window put a check mark on Enable Extra Weapon. 3) Click Saves Changes and Fix Encryptions and your done. Note: This will only work for the sword and no other weapon. So you can carry three weapons as long as one of them is a sword. ----------------------------------------------------------------------------- (35)Shoot Powerups open the weap tag and selct the plasma pistol go into the dependencies/loneids and find the two projectiles[proj] select either one bring down the top dropdown list and find the eqip tag. then ion the bottom dropdown select objects/powerups/active camouflage/ active camouflage for active camo objects/ powerups/overshields/overshields to make it spawn overshields hit save changes and your done ----------------------------------------------------------------------------- (36)Increase Item Pickup Distance 1)open a map on dothalo 2)go down to the [bipd] biped tag 3)select elite mp or masterchief mp 4)go to tag editor 5) change the item pickup distance to whatever you want 6) save changes to the tag,fix encryption and your done ----------------------------------------------------------------------------- (37)Rapid Fire with DotHalo Many people think that you need H2X to make weapons fire fast, wrong. You can do it in DotHalo too. First, select the map you want to apply it to.(For this example, i'm using Midship). Then, go to Tags. Scroll down to the [weap] tag and click the + to expand it. After that, scroll down and click objects\weapons\rifle\battle_rifle\battle_rifle. Then, at the top of the screen, click Windows, then, Tag Editor. *After that, scroll down to the Firing Type,click the drop-down menu and hit '0' then click 'fully automatic'. (You will need the new weap.xml plugin) Then scroll down and click 'clip' and in the dropdown menu, click '0'. Then put the deplete ammo and the recharge ammo to 10000 (ten thousand), which makes it infinite. Then, go to projectile, and in the dropdown menu, click '0'. Bullets per shot, 1. Minimum rate of fire, 15, maximum rate of fire, 15. Shots per burst 0, muzzle climb, 0, the two spread accuracy's have to be 0 (zero). __________________________________________________ ________________________________________ *Note: You HAVE to make the firing type 'fully automatic' or it won't work. Just go to google and go to a4h.us the website, it should have the updated weap.xml plugin, if not, search on google. And voila, you should have an unlimited, fully automatic Battle Rifle for Midship. (This works on any map.) ---------------------------------------------------------------------------- (38)Make a Weapon Shoot Stickies 1)open a map in dothalo 2)go to [weap] weapon tag 3) select sniper rifle 4)in the dependencies\reflexives\lone i.d.'s window highlight the proj-objects\weapons\rifle\sniper_rifle\projectiles\sni per_rifle 5)drop down the dependencie/loneI.D. and select objects\weapons\grenade\plasma_grenade\plasma_gren ade 6)save changes 7)now go to the [proj] and select plasma grenade 8)go to the tag editor and change the inital projectile speed and the final projectile speed to 400 9)save tag changes and fix encryption ----------------------------------------------------------------------------- (39)Warthog turrent swaps First off all: Don't forget to wright down your meta offset codes! bacause you'll have to EXCHANGE the meta offsets,or else the game will not load! Open dothalo and go to the [vehi] tag and change the meta offset of objects\vehicles\warthog\turrets\chaingun\chaingun to objects\vehicles\scorpion\turrets\cannon\cannon_mp -- save changes And the meta offsets of objects\vehicles\scorpion\turrets\cannon\cannon_mp to objects\vehicles\warthog\turrets\chaingun\chaingun -- save changes The part above puts a wh turret on a scorpion and a scorpion turret on a wh ---- now go back to objects\vehicles\warthog\turrets\chaingun\chaingun in the [vehi] tag again and go to the dependencies window. Now change weap - objects\vehicles\scorpion\turrets\cannon\weapon\ca nnon_turret_mp to weap - objects\vehicles\warthog\turrets\chaingun\weapon\c haingun_turret -- save changes So far we have a tank turret on the back of our warthog wich can be opperated from the driver's seat ---- Now let's make it look like an acctual turret. Go to the [mode] tag and go to objects\vehicles\warthog\turrets\chaingun\chaingun and change it's meta offset to objects\vehicles\scorpion\turrets\cannon\cannon -- save changes Now change the meta offset of the objects\vehicles\scorpion\turrets\cannon\cannon to objects\vehicles\warthog\turrets\chaingun\chaingun -- save changes This last part gave us back the wh turret on our warthog and the gun back on the scorpion like it should be normally. ---- Last but not least, go back to the [vehi] tag and go to vehi - objects\vehicles\warthog\warthog and go to the tag editor and scroll down to the second "seats" dropdown box and change it to 0 and scroll back down again. Now disable Fire Weapon (H), this should disable your horn so you won't hear it while shooting. Now save changes, fix encryption and sign your map Here's your drivable warthog with it's turret opperated from the drivers seat. (people joining your game will not see you shoot your turret, but you can kill them to prove it ----------------------------------------------------------------------------- (40)Longer Ranged Sword Description: This tutorial will show you how to make the sword have long range. This is a pretty easy tutorial and works online Requirements -DotHalo or H2Edit Open up the map that you want the to change the sword range at in your editor In the Tags window, click on + [weap] Weapons and click the Sword (objects\weapons\melee\energy_blade\energy_blade) In the Tag Editor window go and change the Aquire target distance to whatever you wish then save & sign your work and put it into your xbox and enjoy. ----------------------------------------------------------------------------- (41)Orange Main Menu Step 1 Open DotHalo. Go to Scenario>ui>mainmenu>mainmenu.scr Step 2 Double click it. Step 3 As soon as it's done loading, click on the Dependencies box. Go to the bottom of the list. Step 4 Null out the last two dependencies on the list, making sure you save them one at a time. Step 5 Re-Sign and you're done ---------------------------------------------------------------------------- (42)Make People Invincible 1)open a map in dothalo 2)go down to the [hlmt]object property 3)select the character you want to be invincible 4)in the tag editor under object type switch it to Inanimate Object 5)under invulnerable switch it to unit has no health 6)save tag changes,fix encryption and your done By:BoJangles00 OR Do It My Way 1) Go To the hlmt Object property tag then click the bipd you want invicible Ex: objects\characters\elite\elite_mp (elite) 2) Then check the Yes under Invulnerable 3) Save tag changes, Fix Encription, Close Map and FTP to Your BOX and You are done ----------------------------------------------------------------------------- (43)how to make everyone super jump first open dot halo and the map u want everyone to superjump on then go to [bipd]biped and select a charater then go to jump hieght in the tag editor and change it to 150 and save changes,do with all the charaters if u want after that-go to [phmo]physics model and select the charater then go to the tag editor and uncheck the alive box then change the object weight to 0 and finally save changes and fix encryption and resign hope people find it easy (i think you have to have the jump hieght very high or it does not work) ----------------------------------------------------------------------------- (44)No Overheat on Plasma weapons Requirements: DotHalo or H2Edit Steps: 1) In the Tags window go and open the weap tag and select any plasma weapon you want to change. 2) In the Tag Editor window click the Projectile drop down menu and select 0. (If you dont know what it is, its where the #1 arrow is pointing) 3) Now scroll back down and change the value of Heat per round and Age per round to 0. (Again that will be where #2 & #3 arrow are pointing) 4) Click Saves Changes and Fix Encryptions and your done. ---------------------------------------------------------------------------- (45)Apply Serenity Patches Since alot of people made mods with insolence and had to use Serenity to make the patches and not many people know how to exactly use them I decided to write a tutorial. Programs You need Serenity (lastest version) SmartFTP or FlashFXP WinRAR Step 1 : First off download a serenity patch. Step 2 : UnZIP or UnRAR the file. Step 3 : Find the .serenity file in the folder(s). Step 4 : Once you've found it remember the location. Step 5 : Open up serenity and click the apply tab. Step 6 : Now click the first box with 3 periods and find the patch and open it. Step 7 : Now for the source map click the box on the right side of it and search for the original map.(for the patch. ex.Coagulation) Step 8 : For the output map search for the map that you want the patch to be applied too. Step 9 : Click Generate Patch Optional....Sometimes when the creators of a mod make a serenity patch they also include in there a mainmenu tab with an image and description. To also add it to your mainmenu automatically. Click the setup tab in serenity and in locals search for the directory with the mainmenu.map of which you want a tab to be added to the mainmenu.map . You can also modify the image and description when applying a patch. Hope this tut. helps some people . Enjoy --------------------------------------------------------------------------- (46)Edit Game Types And Profiles For this tutorial you need to have: Sav3r (click to download) A FTP Program (i.e FlashFXP, LeapFTP etc) FTP access to your xbox Softmodded or Hardmodded xbox A Halo 2 profile/gametype already created on your xbox. This is very simple, just follow the steps and you should be fine. Step 1 Get the profile/gametype to edit: 1) Connect to your xbox via your FTP program (if you do not know how to do this do a search on the forums) 2) Go on Drive E > UDATA > 4d530064 3) Inside 4d530064 find your profile/gametype. The file name should be profile (your profile) or slayer (the gametype). If the gametype you want to edit is a King of the Hill or Capture the Flag varient, the filenames will be KOTH or CTF. 4) Click on these and transfer them onto your PC. It makes it easier for later on if you stay within the folder where you got the file from on the FTP program. Step 2 Editing the gametype/profile: 1) Open Sav3r and click open gametype. Find your profile/gametype. (Profiles DO open) 2) You should see the name of the profile or the name of the gametype. 3) Using the text on the right you can insert images/symbols into the name. If it is a gametype you can change the settings. If it is a profile leave the settings alone. Clicking on an image will create [image name] in the name. Don't worry! An image will show ingame. 4) If you want to type custom text just click on the box and type. 5) Click save gametype. You have to open a file then edit otherwise if you just open the program and start making a name it won't let you save. Step 3 Using the profile/gametype in Halo 2: 1) Open your FTP Program. If you left the program open and stayed within the folder just find and transfer your new profile/gametype over the original. Go to 5) if you did this. 2) Find E > UDATA> 4d530064 3) Inside this find the folder where your profile/gametype was before you transfered it over. 4) Now find the new file you created and transfer over the original. 5) You are done! Disconnect from your xbox and start Halo 2. If you edited a profile you should see the custom name when you select profile and if you created a gametype just create a custom game and go to the ORIGINAL filename. The custom name will then show in the lobby. NOTE: If you edit a gametype the original name will show when you select the gametype but in the lobby to you and everyone else it will be the custom one. ---------------------------------------------------------------------------- (47)How To Make Vehicles Leave Trails Of Fire Well, I have looked, and seen people ask how to make the tires of vehicles leave trails of fire And Since I just happen to know, i figured, why not post a tutorial on it. 1) Open up HaloMapTools version 3.5 2) Open up the map you wish to do this for 3) Find the tab labeled ‘[effe] Effect’ 4) Scroll down until you find ‘weapons\flamethrower\effects\flame char’ 5) Copy the meta 6) Scroll up until you find ‘effects\vehicles\slip ______’ 7) Paste the meta over the one in the ‘slip ______’ 8.) Save 9) Play The ' ______ ' is for whatever it says after slip sand would be replaced for blood gulch slip grass would be replaced for danger canyon etc etc etc -----And when you do this, it does it for all vehicles, including banshee when it hits ground Have Fun! ---------------------------------------------------------------------------- (48)Making a PPF File In Dot HAlo This tutorial is made for people making mods and would like to change there huge .map file into a small .ppf file. Here are the steps for all you O-G's! Materials: The .map file that you modded, and a original .map file of the same map as the one your modding. (ex.moddedtriplicate.map & unmoddedtriplicate.map) and DotHalo. 1. Open dothal. 2. Open the modded map you wish to turn into a ppf. 3. Then go to the "Map tools" window and click the "Make PPF Patch" button. 4. Then a window will pop up called "Make PPF Patch" 5. Now click the original map button and open the unmodded version of the .map you wish to make the ppf for. 6. Then click the Modded Map button and open the modded version of the wish to make the ppf for. .map you < 7. Then click the "PPF Patch" Button and find the folder were you wish to save the ppf. 8. Then in the "File Name:" box on the bottom of the window that pops up type the name in which you want the ppf to be called. 9. Then click the "Make Patch" Button. 10. After you click the Make Patch" button a window will pop up asking if you wish to fix encryption, click NO. 11. Be patient some ppf's take a while to make. And once its done a window will pop up saying how many changes were found. 12. And there you go the ppf should be located in the location where you wish to save. Now if you have injected anything into the modded .map file [bold]**Another Note**[/bold] After posting this I noticed there isn't even 59 tutorials but with what there is, it's still really helpful! [bold]Another 40 Dot Halo Tutorials:[/bold] By: y2k Hell99 [bold]-------------Table Of Contents-------------[/bold] 1. How to Add Seats 2. Important Notes 3. Basic Mods: Flying warthogs Dual Weild anything Run 5X faster than normal Increasing jump hight Fully auto BR Four round burst 360 Autoaim Changing spwns 4. suicide machine 5. Shoot out containment gates! 6. Make other teams start with no ammo and you have infinite 7. Jet Pack 8. Add weather 9. Invisible 10.Make an OrbHog 11.DeathRay 12.Beat downs 13.Shaders 14.Renaming 15.Warthog Filter Jet 16.Shoot out elites and spartans 17.Old modded maps in custom games!!!!! 18.Passenger fly warthog 19.PLasma=bomb 20.Godlike plasma rifle 21.Make everything fully auto! 22.Pelican in multiplayer! 23.Change other teams starting weapons 24.Drive Anything! 25.No reload 26.Everyone can superjump 27.Change weapon sound! 28.Gravity Gun! 29.Invinsiblity! 30.Jackal Shield in Multiplayer! 31.Arbiter in Multiplayer! 32.Heritic Elite in Multiplayer! 33.Shadow in multiplayer 34.Flying gauss cannon! 35.Landfill! 36.Changing Player Spawns! 37.Spawn with battle rifle, no one else! 38.Rocket=NUKE! ________________________________________ 1. How to Add Seats Step One: Go to ADI or your other Favorite program and grab Offset Code for the vehi your going to be using and copy it down for reference Step Two: Open The App and open the map your going to be using Step Three: Past that code you got from ADI and past it into the “Vehicle meta offset” and then click “Get Data” Step 4: Select the Amount Of Seats you want you want to add and then select what type of seats you want them to be Step 5: Make Sure every thing is ok And then Click add and hit yes 2. Important Notes Single player maps don’t work You can only mod one vehi per map if you try 2 you mess up vehi If you Type of seats are same as in a vehi plug in If you want to add multipliable seats of different types just open app aging Don’t add more than 250 seats to a vehi LOL but I’m serious 3. Basic Mods: Flying warthogs: go into dothalo (simplest) and got "vehi [vehicle] and drop it out and choose "objects/vehicles/warthog/warthog." In the box that appears, click on the flying flying checkbox. -Dual Weild anything: go into any weapn under the "weap [weapon]" tag and in the box that appears when you click on it, choose dual wield. Just do it for every weapon. -Run 5X faster than normal: Make sure you have the latest plugins (halomods, or they usually come with the program), and goto to "mtag [globals]." Drop it out and choose globals/globals. On the box that appears, change walking speed forward, crouching speed forward, crougching speed back, ect. to around 15 or 20. -Increasing jump hight: in dothalo goto "bipd [biped]" and choose the biped that corrisponds with the character that you play with ingame. For example if you play as a masterchief player model, choose objects/characters/masterchief_mp (mp=important). If you play as an elite, choose "objects/characters/eliete_mp." In the box that appears, change the value (the white box) for jump hight to about 20. To get an idea of how high that is, 20 jump will make it so high that you can jump on top of acention both accention towers from the ground.. -Fully auto BR- goto "weap [weapon]" and choose: "objects/weapons/rifle/battle_rifle" In the box that appears, choose fully-auto. -Four round burst: go to the battle_rifle again, and change shots per round to four. - How not to get found: tutorial section on modding matchmaking and customs. Two tutorials. (If they got deleted, just ask some guys on the forum, it's common knoledge now) -360 Autoaim - Get the autoaim plugin (http://s10.invisionfree.com/Danhrule...showtopic=1437). Save it as a .rar and then extract it. Put it in the .../plugins/halo2 folder of Dothalo. Then just open up any weapon (how to do stated above), and down at the bottom there is autoaim and autoaim angle. Change autoaim to like 400 and you should be good, and change the angle to 360 so it all around. There is two autoaims, I really don't know why. Just set the two w/ the same values. -Changing spwns- Go into "mulg [Multiplayer Global]" and choose "multiplayer/multiplayer_globals" Your upper right hand side is your dependency window. Click on the weap tag of the weapon you want to swap for a vehicle. For exaple, if you wanted to swap the smg. choose weap - objects\weapons\rifle\smg. Chose it and change it's tag class at the top to vhei - vehicle. Then in dependency, choose the vehicle you want there and click swap. Done. (PS this can also be used to spawn scenery and weapons) Get GlichyGaurdians from Halomods.com following programs: XY locator, and his spawn point changer. Use the program to find the XY coordinates of where you want to spawn. If you want to spawn on top of the level, z=14. If you want to spawn below (there has to be something down there, or else you will see the level from the outside, but can't move) z--1. Write down your spawn's XYZ coor. Then open glichy gaurdian's program and click on the scroll bar to find out how many points there are. Then divide that number by how many spawns you have. Then you find out points # what to # higher have XYZ value of ______. Just do all the points and done! 4. Ok this tut is to make an smg a suicide machine which can be entertaining in most cases As always open updothalo and look for the tag called [weap] then select objects\weapons\rifle\smg\smg then go to the dependencies select objects\weapons\rifle\smg\projectiles\smg_bullet now change the projectile to objects\weapons\support_high\rocket_launcher\proje ctiles\rocket click save changes. Now to make it suicidal go to the tag called [proj] select objects\weapons\support_high\rocket_launcher\proje ctiles\rocket because thats what we switched the SMG projectile to you will see these tags which will be edited in the tag editor. Damage Effect Distance-10 needs to be switched to 50 so are around is deadly too. Projectile Life Distance-175 change to zero Life Span- 150 switch to zero Fix encryption and hex sig or resign map and bam you have a suicide machine ready for almost any map! 5. Shoot out containment gates! 1. open up containment in dothalo 2. Go to [weap]Weapons and choose PP or rocket 3. For PP go to dependencies and click on proj.... bolt 4. Change the ID to Mach 5. Scroll down and choose gate/gate 6. Save changes and now the PP shoots a gate when its not charged 6. Make other teams start with no ammo and you have infinite First Open up Dot Halo and scroll down to the WEAP tag. Then go to what ever weapon you want I'm going to use the SMG. In the tag editer window scroll down to clip and click 0. Then Change deplete ammo and recharg ammo to 1000. Change everything else to 1. 7. Jet Pack 1. First go the the jpt! damage tag. 2. Then select whichever gun's trigger you want to use. I'll be using the smg trigger. 3. In tag editor change it's force to around 30 4. After you saved those tag changes go to the proj projection tag. 5. Select the gun you chose's bullet. For me it's smg bullet. 6. Turn down the lifespan a little bit in tag editor. I changed mine to about 35 as it was originally at 40. 8. Add weather: Step 1- Open Maps Open Insolence. Now open the map that has the weather you want and the map that you would like to put it in. For this tutorial I'm going to use lockout and warlock. Step 2- Drag & Drop In lockout go to the "weat" tag and drag and drop "scenarios\multi\lockout\lockout" into warlock and from here you will see a box saying it is moving objects and re-linking them. Step 3- Replacing old weather with new weather Now we need to make warlock use the new weather. Open up the "scnr" tag for warlock. Open the reflexive about weather. Go to dependencies. Change the weather to the new one you added. Now. In order to make the weather change, you have to fix a dependency in the sbsp tag, which Insolence doesn't currently support. So open ADI, find the "weat" dependency in the sbsp tag, and change it to the new weather. Step 4- Fix encryption Click "Fix Map Signature" under Map Options. That's all. 9. Invisible: 1st go to the mode tag 2nd go to elite/masterchief 3rd null out all the shaders you see/make them null 10.Make an OrbHog: first goto your vehi tag and find warthog/warthog then goto the dependencies window and find headlight lens and light then use the drop down menu bar thing and change both of those to sun and then save changes!! if you would like it to be anyu diferent colors such as blue, all you have to do is goto the [light] tag and find plasma grenade and change the light intensity to like 100 then goto [vehi] tag find warthog/warthog and click on it. Under dipendecies/loneidentidty... look for warthog headlights click on it then goto the drop bar and change it to plasma grenade. and change the tailights also and the thing in the middle. now just save changes fix encryption close map and shazamm orbhog!! 11.DeathRay: Making a Death RAY out of any weapon You need H2X and DotHalo Step 1 open H2X and open ur map and go to the weap you want to make a death ray for this tut i will be using a plasma rifle now salect the plamsa rifle click meta editor click the fireing type tab and make sure thay are set as follows 0 ID 0 Trigger ID -1 Secondary Fire (Y/N) 0 SF Value 0 SF Value 0 SF ID then click the projectile tab then under minimum and maximum ROF (RATE OF FIRE) type 0 thin in the trigger delay box type 0 this in the muzzle climb box but 0 and then if the weap you are workin on is a plamsa weap (mine is) you go down two Age Per Round and type 0 and go to Heat Per Round and type 0 (this well make the plasma weap never overheat and then hit the blue save changes button and then the white and close H2X NOTE: if your weapon you want want to make a death ray out of is a human type when you get into dot halo go to the weapon tags and go to the weap you want and open it up click on the clip box thin hit 0 in the drop down box then edit the ammo and make all the ammo values 10000 this well make no reload and alot of ammo holding the trigger down it take around four mins to empty a human fully auto weap with that much ammo so you should be fine ----------------------------------------------------------------------------------------------------------------------- Step 2 open Dothalo open ur map (the one you just edited in H2X) go to the weap tag the go to (the weap you were working on in H2X) in the tag editor scrowl down to projectile then hit 0 in the drop down box (this is where it starts becomming the death ray) type 10 or 15 in the bullets per shot box not anymore then 15 cuz it makes the game lag when you shoot it cuz of the ROF ok after that go to the Minimum and Maximum spreads if you want the ray to be skinny really dence type in the sniper rifle spreads if you want it to be in the middle kinda type the human turret spread values if you want it to be large then type the ones from the shot gun thay are as follows The Sniper Rifle Values Minimum Spread: 0.008726646 Maximum Spread: 0.008726646 -------------------------------- The Human turret Values Minimum Spread: 0.008726646 Maximum Spread: 0.01745329 -------------------------------- The shot gun Values Minimum Spread: 0.1396263 Minimum Spread: 0.1745329 -------------------------------- Ok after you have changed the spread values to the new ones of your choice hit save changes then go to the projectile tags and edit the plasma rifle bolt or what every your weap / death ray shoots im using the plasma rifle bolts open up the plasma rifle bolt tag and scrowl down and Change the initial speeds and finel speeds to how ever fast you want the ray to go i find that 1500 is fast enuf it doesnt really need to be anyfaster and then hit save changes and ur done ------------------------------------------------------------------------------------------------------------------------ Cool extras 12.Beat downs... go to the weap tag go to the weap you just made into a death ray go to the depedencies of that weap and Swap all the JPT! damage_ effects melees to that of sword melees (one hit beat downs makes me feel all worm and fuzzy inside 13.Shaders..go to the mode tag go to the weap you just made into a death ray and click it go to its dependencies and swap its shadders Note: the LOD shadder of a weap is what it looks like from far away other then that most are self explanatory allso after your down swappin the shaders of that go to the FP (First person shadders) you hafta change those to if you want it to still look deff when you have it in your hand 14.Renaming: NOTE: You’re going to need Hex Workshop for this one. Open the map in hex workshop. Do a search with Control + F or Edit à Find Select text string for type. Find all instances. ASCII string. Direction down. Type in the weapon or vehicle name like “banshee” Search Go through all the instances until you find the right part with stuff like “Hold X to drive banshee” Edit it. (Has to be the same length or shorter than original name) If it is shorter then use spaces for the rest. Save map. Sign it with ADI. Clear X,Y,Z drives (only required with skins and renaming) Load it up! 15.Warthog Filter Jet: Part 1 Open dot halo then your map. go down to vehi then to the warthog/warthog. Then on to your tag editor. under physics click on your flying and uncheck handbrake. And you will want to check your boost. Then scroll down to covent boost and change the from 0 to what ever you want. Mine is at 4 or 5 for my ghost any higher and your probly will kill your self if you hit something. Now go to your Dependencis/ LoneIDs and change your [weap] witch is your horn to rocktets. Save all of your changes. That is your flying boosting rocket launchin warhog Part 2 This is the fully auto rocket. This will be like some of the mods your have or use to have on warlock when you stop with the trigger you stop your br its not burst. Open your h2x and open your rocket launcher go to click on it then your meta editor and or the right something should of poped up. go to firing type and change your trigger id to 0. Now go to your Projectiles and change your shots per burst and muzzel climb to 0. Make stuff fall from the sky when you shoot! This is pretty simple. Tutorial for DotHalo First, if you want the propjectile to be an actual projectile, open it in the projectile tag and change the Starting and Final Speed in the tag editor to 0, so it will fall straight down. If you want it to shoot a bipd, or something from the bloc or mach tag, then you dont need this step. Second, go to the rocket launcher or plasma pistol in the [weap] tag and change the projectile(s) in the Dependencies Window to the projectile you changed in step 1. Third. Scroll down in the tag editor to the Projectile section and click on the drop down box. Choose 0 if you changed the top projectile, and choose 1 if you changed the second projectile. When the page refreshed scroll down again. Change the bullets per shot to to however many you want to fall from the sky. I suggest 10 for rockets and brute shots, 18 for grenades, and 1 for wraith shot. Then change the X Spawn Coord to however far ahead of you you want them to fall. (I suggest anywhere 10-15). Then change the Z Spawn Coord to 15. Hope this is useful and easy to understand 16.Shoot out elites and spartans: First open up your program that you use to edit. Then go to the map you want to edit. Then go to the [bipd] tag and click Masterchief or Elite I will be using the MC: After that go to your dependencies and click on hlmt ....mastercheif\masterchief_mp": Then click the arrow under dependancy/LoneID and find "...special\null\null": Then click on that and save changes Last, just encrypt the signature and your done! 17.Old modded maps in custom games!!!!!: Ok, ok everyone wants to know how to play modded old maps in custom games, well heres the first tut and its here first! Ok firstly mod your old map using DotHalo or whatever your comfortable with, dont worry about balancing, just mod and re-sign! I will be using Lockout as an example, and replacing turf in the DLC folder. Next, open your map in a Hex editor, i used Hex Workshop for this. Goto offset 0x1bc. You should see "scenarios\multi\lockout\lockout" as ASCII. it looks like this...... Change this to "scenarios\multi\turf\turf" and put in 0's to remove the rest of the original string. when your done, it will look like this..... Save the file as turf.map, FTP into your xbox and put the .map file in the right folder, also delete or rename the patch.lvl and patch_v3.lvl files in the folder with your modded map. Now go on live and invite a friend to join your room. Give party leader to your friend and ask for them to select turf then leave. Start the countdown off and when it loads you will be on your modded old map, in this case Lockout! Please note, only people with the same map file in the same directory can join and play your modded old maps, if they dont have the map file in therexbox , all they will get is a blue screen and will eventually lag out! You can apply this method to any kind of map mod, wether it be mods such as Icewind, Blackout or your own custom modded map! Also you can take the single_player_shared.map from the Halo 2 disc and use this method to load it up over xbox live. In this map you can look at the different character models and try out some of the single player weapons on your friends! Also, this method wont work with other single player levels. 18.Passenger fly warthog: Real Simple....... All you have to do is go to the warthog tag, check flying, go to the bottom of the tag and on each seat put a check on Driver Seat. 19.PLasma=bomb: Ok, so this will show you how to make the plasma pistol have the damage effect of the bomb explosion. Open DotHalo and the map of your choice. Go to the jpt! tag. Scroll to bomb explosion. Now just copy the meta offset. Scroll to the Plasma Pistol Bolt, and paste the meta offset. Now hit 'Save Changes' Fix the encryption and sign if you like. You now have a plasma pistol that will kill with one shot, take out hogs with 1-2 shots, and take s out with 2-3 shots. This changes the damage effect, so you have to hit the object in order for it to work! 20.Godlike plasma rifle: Ive been having this since i practically started modding and ive never seen it b4 mine, so i think it's safe to say i was one of the first with this and it was awesome, so i think now would be a good time to pass it on. . use it wisely.lol. Ok, first open up Ch2r, go to <tags> weapons, go to plasma rifle double click on it, then go to aquire target distance- change it to 1E+37. Projectile count- 1 *click the projectile tab at the top* Projectile Reference 663 Min. Rate of fire-10 Max. rate of fire-20 Min. burst-0 Max. burst-0 UnknownFloat3-1.25 Unknownfloat4-1.66 Unknownshort1-0 Unknownshort2-0 Unkownshort3- 0 Unknownshort4-1 Now go to <tags> Damage Effect objects/weapons/rifle/plasma_rifle/damage_effects/plasma_rifle_bolt.jpt! Type-10 0x0 Float-0 Min. Radius-0 Max radius-60 Damage-15000 Damage1-15000 Force- 100 and at the bottom check off headshot. Unkownshort5-2 Now u succesfully modded ur plasma rifle to "god" mode, and it shouldnt overheat at all with perfect auto aim. 21.Make everything fully auto!: You need to use h2X. Open up the Map in h2X, then go to [weap]. Then select the weapon in there. Once this is done, select the Meta Editor and go to firing type. Then look at trigger id; Just change that to 0 0 is fully Automatic 1 is Semi Automatic 4 is for weapons that shoot in bursts Now change the Trigger Delay to 0 and change the Muzzle climb to 0. Then to get it to work, you have to click save changes in the bottom right, then the one to the left of the screen. Finally click fix encryption with h2X, then sign it. 22.Pelican in multiplayer!: Step-1 Open Maps First, open Insolence. Now, open the multiplayer map in which you would like to play with the driveable pelican. Also open 05a_deltaapproach.map. Step-2 Drag and Drop To add the vehicle you must drag over the vehicle pelican. It will drag over the other pelican vehicles for you. Navigate your way to the pelican under the vehi tag. Drag and drop it from 05a_deltaapproach.map to your map that you want the pelican in. Step-3 MoveBox Each time you drag & drop a tag, a small status box will pop up to give you information about what the program is doing while you wait. The longest part is usually "Relinking" and it may seem like it froze.. It didn't, it just has to do a lot of file reading & writing at this point, so let it be. When the move is done, the box will go away. Step-4 Close unneeded maps Close 05a_deltaapproach.map Step-5 Fix Seats Since this vehicle was made for campaign you are going to need to change many string indincies. Select the pelican vehicle and double click it. Then underneath the change plugins there should be the following text "IFP Plugin-"Vehi"Edit mode". Click it and it will change and say "IFP Plugin-"Vehi"Dev mode". From there go to Unknown 11 under Reflexives. Underneath the words "Author: Iron_Forge" There is a drop down bar with and arrow on the right side with a bunch of numbers. We will only need to edit 0-11. Under the 0 change the first string ID to "warthog_d". Then you are done. Go to 1, and change the first string ID to "spectre_p_r". Do the same for 2-10. For number 11 change the first string ID to "warthog_g". Step-6 Adding the pelican First go to 'map options' in the upper left corner and go to 'sort by path'. Then click multiplayer, and select "multiplayermultiplayer_globals.mulg". Double click it. Got to Dev mode and choose unkown 2. Choose uknown 2 under that, and choose number 2 in the upper left drop down box. Double click the ID and change it to pelican, you can do the same for number 3, then there are no more tanks, only pelicans. Step-7 Fix encryption Go to 'map options' in the upper left, and click 'fix map signature' and wait 10-20 seconds, usually less. Then ftp it over to your xbox and enjoy. Note: The pelican will be flipping wildly, but if you flip it and hold x near the drivers seat you will get in and drive. 23.Change other teams starting weapons: first open up the map you want this on. go to the [itmc] item collection. click on the smg and go to the dependency window. click on the only thing that is in that window. change the dependency/LoneID to a BR. now i think you go to the [weap] tag and swap the smg with the .../ball/ball. 24.Drive Anything!: Drive anything What you probably know is that everybody in a modded game without a mod chip can only see projectiles that shoot out of a Plasma Pistol or a Rocket Launcher. What you probably didn't know is that there is one weapon, than when you change the skin of it, everybody can see the different skin, too. That weapon is the sentinel beam. First thing you have to do it go to the <weap> tag, and open up the sentinel_agressor. Go to the Dependencies Swapper, and change the <hlmt> tag (objects\weapons\support_low\sentinel_gun\sentinel _gun) to whatever model you want to drive. So yes, you can drive a mine, an uberchassis, a box, an , or a turret. Anything in the hlmt tag. Next, open the <vehi> tag and open the vehicle that you want to swap to with. Choose if you want it fly, choose gho[/color=white]st if you want it to have a boost, or choose warthog if you want more than one person in it at a time. Open up the Dependency Swapper and change the <weap> there (either banshee_gun, ghost_gun, or warthog horn) to the Sentinel Beam. Finally, open up the <mode> tag and scroll down until you find a file path in there that begins with [objects/vehicles/*the vehicle you just edited*]. Open every file that belongs to that vehicle in the Dependency editor and Null Out whatever you see it there. For the or , there are only four file paths that you have to open and then Null out, but for the warthog there is about ten. Then do the same thing for the shad tag, the lens tag, and the cont tag. What this does it make every part of the vehicle invisible except for the weapon. And of course, the weapon is a sentinel beam with a different skin that everybody in the game can see. Good luck and have fun. 25.No reload: Go to the battle rifle or any weapon u want it on and go to battle rifle under [weap]. go down till u see clip and click the arrow next to it. click on the 0 that comes down. now, in all of those boxes, rename the numbers to 10000 and u shouldnt have to reload when host. 26.Everyone can superjump: step 1-open dot halo and the map u want everyone to superjump on step 2-go to [bipd]biped and select a charater step 3-go to jump height in the tag editor and change it to at least 500 and save changes,do with all the characters if u want step 4-go to [phmo]physics model and select the character step 5-go to the tag editor and uncheck the alive box step 6-change the object weight to 0 step 7-save changes and fix encryption Have Fun! 27.Change weapon sound!: For this you will need CH2R Step 1:Open a map of your choice in CH2R Step 2:Then go to sounds and then weapons and pick a weapon of your choice(ill use the magnum as an example). Step 3ick magnum_fire.snd! or something close to that right click and go to swap. Step 4ick any sound you like and then hit swap on the little menu. Step 5:Close that box and re sign the map then ftp it to your xbox and enjoy. 28.Gravity Gun!: OK you will need dot halo open dotahlo then open up the map you would like to use i will use coaugulation for this example and the sniper rifle, now the first step is open jpt! tag because we dont want the sniper rifle to kill anyone so we are going to decrease damage on it to zero, now open up Sniper_Rifle_Bullet and you will see, Minimum Damage 45 Damage [min] 45 Damage [max] 45 Now change all these to a value of ZERO. Next you will see the tag Force 0.25 now change this to around 25 or 30 or anywhere you want depending on how far u wanna push s*** 400 will destroy any vehicle from spinning it so much and kill your friends from hitting barrier so hard most likely. Next, We will make it so it can reach your friends from across the map so you can push them away from anywhere Open [Proj] tag and you will see some tags called Projectile Life Distance 120 Life Span 120 put a zero on each of these so it will reach from anywhere NOW finally we are goin to Increase the speed at which your projectile reaches the target, For this i will make it increadibly fast but you could make it slow or anywhere in between if you'd like. You will see two tags labeled, Initial projectile Speed 1200 Final Projectile Speed 1200 I would only up this to around 3500 so it will be across the map in a matter of half a second lol. Now your done just resign the map and Hex Edit the Sig the 1337 way or im sure most of you have a map resigner these days since its common knowledge where to get them at 29.Invinsiblity!: First, open up dot halo. Then open up the map you want to be invincible on. Click on the hlmt tag. Then click on the character that you want to be invincible (that also means everyone that is that character will also be invincible). Then click in the tag editor invulnerable yes. Save changes and your character is now invincible! 30.Jackal Shield in Multiplayer!: Step 1 -Open Maps First, open Insolence. Within Insolence, open the multiplayer map which you would like to add the weapon to and any single player map which contains the jackal_shield.weap tag. For this tutorial, I'm going to move the jackal shield from 05a_deltaapproach.map into turf.map. Step 2-Drag & Drop In the 05a_deltaapproach.map window, locate the jackal_shield.weap. Left click it once to select it, then left click again and Drag&Drop the tag into turf.map. Step 3-MoveBox A small status box will pop up to give you information about what the program is doing while you wait. The longest part is usually "Relinkng" and it may seem like it froze.. it didn't, it just has to do a lot of file reading & writing at this point, so let it be. When the move is done, this box will go away. Step 4-Update the FP Model Dependencies Once the tag is in the multiplayer map (turf in this example), locate the jackal_shield.weap again. This time, Double Click the tag to open it for editing. Use the IFP Plugin in Dev Mode to make sure that both chunks of the FP Model reflexive contains a FP model and an animation. For the reflexive, chunk 0 should be Masterchief's FP Model & Animations, and chunk 1 should be the FP Model and Animations for an Elite. In chunk 0 it should be all filled out so leave it alone in this case. In chunk 1 it is Nulled Out so you got to change it. For the Model (mode) put objects\weapons\melee\jackal_shield\fp_jackal_shie ld\fp_jackal_shield and for the Animation (jmad) put objects\characters\dervish\fp\weapons\pistol\fp_pl asma_pistol\fp_plasma_pistol. Yes Plasma Pistol, Trust me it will work, u will have a FP Jackal Shield and you will see it on the ground as a Jackal Shield Step 5-Getting the Weapon in the Game Now the weapon has to be placed into the game play somehow. There are many ways to do this which include swapping weapon projectiles to the new weap tag, or creating a new itmc and swapping it in the scnr. The easiest way to do this is to open an [itmc] tag and change the dependency to the new jackal_shield.weap. I will swap it with the shotgun. Locate and Open the shotgun.itmc tag with an IFP plugin. Change the dependency to the new weap tag. Now all the shotguns in the game will be changed to jackal shield's. Step 6-Fix Encryption Once the FP Models are fixed, and the item is in the game somewhere, all you have to do is select "Fix Map Encryption" from the Map Options menu, close the map, close Insolence, FTP it up to the xbox, and enjoy your jackal shield. 31.Arbiter in Multiplayer!: Step 1- Open Maps First, open Insolence. Now, open the multiplayer map in which would like to play as the Arbiter. Also open any campaign map in which you play as the Arbiter. For this tutorial I will use beavercreek.map and 08b_deltacontrol.map. Step 2- Drag & Drop To bring the Arbiter into the multiplayer map, there are three different things that we're going to need to drag over: the object properties, the first person legs, and the first person arms. For each one, left click it once to select it, then left click again and drag & drop the tag into beavercreek.map. It will add each recursively, The following are the paths for the three tags: objects\characters\dervish\dervish.hlmt objects\characters\dervish\fp\fp.mode objects\characters\dervish\fp_body\fp_body.mode Step 3- MoveBox Each time you drag & drop a tag, a small status box will pop up to give you information about what the program is doing while you wait. The longest part is usually "Relinking" and it may seem like it froze.. it didn't, it just has to do a lot of file reading & writing at this point, so let it be. When the move is done, this box will go away. Step 4- Swap Elite's Object Properties Once all of the tags are in you multiplayer map, you do not need the campaign map anymore. Locate the elite_mp.bipd tag in your MP map, and this time double click the tag to open it. It should open with the IFP plugin to edit it. Under "Show" click on "visible dependencies". Find the Object Properties (hlmt) dependency, it should be on the top. Double click on its ID box and bring up the drop box. Scroll to the very bottom of the drop box and select "objects\characters\dervish\dervish". Click somewhere in the empty area of the plugin to finalize the change. Close the elite_mp.bipd tag. Step 5- Fixing Stuff At the time I'm writing this, Insolence does not support sound. Open the Arbiter's object properties tag (objects\characters\dervish\dervish.hlmt) with the IFP plugin. At the top of the plug-in area, there is a label which says "Edit Mode", click on it to switch to "Dev Mode". Then click on "all dependencies". Swap dervish's udlg dependecy for the elite's (sound\dialog\combat\elite_mp). Now your arbiter will yell when he's hurt. The Arbiter's overshield tends to look odd. To fix this I am going to change his OS shaders to match the regular elite's. Still in the dervish.hlmt tag, go to the 3rd reflexive (Unknown2). Once in that reflexive, go to it's dependencies by clicking on "all dependencies". Make the first two shaders "objects\characters\elite\shaders\elite_plasma_shi eld_fp" and "objects\characters\elite\shaders\elite_plasma_shi eld" repectively. Make the last two shaders "objects\characters\elite\shaders\overshield_f p" and "objects\characters\elite\shaders\overshield" respectively. Step 6- Change the Elite's FP Models Open the global.matg tag with the IFP plug-in. It has the following path: globals/globals.matg. Switch to "Dev Mode". Under the Reflexives, click on the "Unknown" that is right underneath "Player Information" (unknown8). It will open chunk 0 under that reflexive by default. Use the combo box to select chunk 3, which is the chunk for the elite's FP models and biped. The first dependency is the FP arms model. Double click its ID and select "objects\characters\dervish\fp\fp" from the drop box. It should be near the bottom. The next dependency is the FP body (legs). Double click its ID and select "objects\characters\dervish\fp_body\fp_body". It should also be near the bottom of the list. After it is selected, click somewhere in the empty area of the plug-in to finalize the change. Close the globals.matg tag. Step 7- Fix Encryption Select "Fix Map Encryption" from the Map Options menu, close the map, and FTP it up to the Xbox. 32.Heritic Elite in Multiplayer!: First, open Insolence. Now, open the multiplayer map in which you would like to play as a Heretic Elite. Also open any campaign map in which you encounter Heretic Elite (04a_gasgiant, 04b_floodlab). For this tutorial I will use burial_mounds.map and 04b_floodlab.map. Step 2- Drag & Drop To bring the Heretic Elite into the multiplayer map, you only need to click and drag only one thing over, and that is the biped tag. Navigate to objects\characters\heretic\heretic, left click once to select it, and then left click again on the tag and drag and drop it into burial_mounds.map's tag-list window. Step 3- MoveBox Each time you drag & drop a tag, a small status box will pop up to give you information about what the program is doing while you wait. The longest part is usually "Relinking" and it may seem like it froze.. It didn't, it just has to do a lot of file reading & writing at this point, so let it be. When the move is done, the box will go away. Step 4- Closing Unneeded Maps Now that you have copied the tags from the single-player map to the multiplayer map, you can close the single-player map (04b_floodlab.map) as you will not be needing it anymore. Step 5- Adjusting the Biped for Multiplayer Now you must adapt the biped so that it works correctly and looks sexy at the same time! Locate and open the bipd tag "heretic". On the right side of the window you should see a large table filled with doodads that seem important. In the Value column, change the following: 1. Next to Default Team, double-click on "6.) Heretic" and change that to "1). Player" 2. Change the Grenade Velocity from 15 to 10 3. Change the Grenade Count from 0 to 4 5. Change the Jump Velocity from 3 to 3.08 6. Change the Max Hard Landing Time from 2 to 0 7. Change the Min Soft Landing Velocity from 1 to 1.5 8. Change the Min Hard Landing Velocity from 3 to 7 9. Change the Max Hard Landing Velocity from 6 to 12 10. (Optional) Change the Standing Camera Height from 0.6 to 0.62 11. (Optional) Change the Crouching Camera Height from 0.3 to 0.45 Now you've adjusted it's stats to make it more or less equal to the multiplayer Elite. Step 6- Giving the Biped a HUD Now you must give the biped a HUD to display the player's health. With the heretic.bipd tag still open, click on the blue "Hud Interfaces" text. Now you will see a dropdown box with the number 0 highlighted - this is what's called a chunk - and beneath it a Nulled Out nhdt Tag Type dependency. Double-click "Nulled Out", click the down arrow, and pick ui\hud\dervish for a purple HUD, or ui\hud\masterchief for a blue HUD. At the dropdown box where chunk 0 is, click the down arrow and choose chunk 1. Swap that "Nulled Out" for the same HUD type that you picked for chunk 0. Now you can close the .bipd tag by clicking the "Close Tag" button. Step 7- Setting the Permutation Navigate to the hlmt tag for objects\characters\heretic\heretic, and double click the tag to open it. Once it's open, click on the text that says "Edit Mode". When you click it, it should switch to "Dev Mode". What we are going to do now is set the model and sound dependencies by changing a string and all udlg dependencies to "sound\dialog\combat\elite_mp". Now you click on the blue "all dependencies" text. Change the udlg dependency from sound\dialog\combat\elite_loose to sound\dialog\combat\elite_mp. Now click the blue Variation reflexive. From there, double click the value "minor_scl", and type in or scroll to "default" (THIS IS VERY IMPORTANT!!). Now click on All Dependencies and change "sound\dialog\combat\elite_loose" to "sound\dialog\combat\elite_mp". At the dropdown box, click on the down arrow and choose the next chunk (chunk 1). Click "all dependencies" again and change the udlg dependency from "sound\dialog\combat\elite_dogmatic" to "sound\dialog\combat\elite_mp". Navigate to the next chunk (chunk 2) and click "all dependencies", and change "sound\dialog\combat\heretic_leader" to "sound\dialog\combat\elite_mp" and do the same for the next chunk (chunk 3), go to chunk 4's "all dependencies" and change "sound\dialog\combat\elite_loose" to "sound\dialog\combat\elite_mp", go to chunk 5's "all dependencies" and change "sound\dialog\combat\elite_dogmatic" to "sound\dialog\combat\elite_mp". Step 8- Fixing the Shaders and Effects In the far left of the plugin part of the heretic.hlmt tag, under "Show", click "all dependencies", and replace the first Nulled Out shad dependency with "objects\characters\elite\shaders\active_camo" . Now under Reflexives, click Unknown 2, and then in the plugin section for Unknown 2, click "all dependencies". Change the first shad reference to "objects\characters\elite\shaders\elite_plasma_shi eld_fp", change "objects\characters\heretic\shaders\plasma_shield" to "objects\characters\elite\shaders\elite_plasma_shi eld". Change the first Nulled Out effe to "effects\objects\characters\elite\shield_damaged", change "effects\objects\characters\heretic\heretic_shield _depletion" to "effects\objects\characters\elite\elite_shield_dep letion", and change the remaining nulled out effe to "effects\objects\characters\elite\shield_recharge" . Change the next Nulled Out shad dependency to "objects\characters\elite\shaders\elite_overshield _fp", and change the remaining one to "objects\characters\elite\shaders\elite_overshield ". Close the tag. Step 9- Making the Heretic Elite Spawn Instead of the Regular Elite Navigate to the matg tag "globals\globals", and open it. Switch to Dev Mode and on the left, choose Unknown 8 (right below "Player Information"). Switch to Chunk 3 and swap the bipd dependency from "objects\characters\elite\elite_mp" to "objects\characters\heretic\heretic". Close the tag. Step 10- Fix Encryption Select "Fix Map Encryption" from the Map Options menu, close the map, close Insolence and FTP it up to the Xbox. 33.Shadow in multiplayer: Step 1- Open Maps First, open Insolence. Now, open the multiplayer map in which would like use the Shadow. Also open any campaign map in which contains the Shadow. For this tutorial I will use coagulation.map and 03a_oldmombassa.map. Step 2- Drag & Drop To bring the Shadow completely into the multiplayer map, there's one tag that we're going to need to drag over: objects\vehicles\creep\creep.vehi. Left click it once to select it, then left click again and drag & drop the tag into coagulation.map. It will add it recursively. Step 3- MoveBox Each time you drag & drop a tag, a small status box will pop up to give you information about what the program is doing while you wait. The longest part is usually "Relinking" and it may seem like it froze.. it didn't, it just has to do a lot of file reading & writing at this point, so let it be. When the move is done, this box will go away. You can now close your campaign map. Step 4- Fix the Seats As this vehicle was made for campaign and only meant to be driven by non-playable characters, you're going to need to edit it to make it work for you in multiplayer. I'm going to walk you through fixing the driver seat and the turret. Double click the creep's vehicle tag that you just added to open it up with its IFP. Switch to "Dev Mode" and click on the "unknown11" reflexive. The first chunk (#0) is the driver seat. Change it's first string ID to "warthog_d". Go to the second chunk (#1), the gunner. Change it's first string ID to "warthog_g". This is necessary because the MC and the MP elite don't have the animations for using the turret or driving the Shadow, but they do for the spectre. At the top of the plugin area, click on "Change Plugin" and switch to the XML vehicle plugin. Go to the "Seats" reflexive. Change the "Disable Seat" flag to "False". Go to chunk 2 (#1). Change the "Turret Seat" flag to "True". You can now close the creep.vehi tag. Step 5- Place the Shadow There are a number of ways to place the Shadow on the map. I am going to replace the wraith with it through Multiplayer Globals (multiplayer\multiplayer_globals.mulg). Open it with the IFP and switch to "Dev Mode". Select the second unknown reflexive (unknown2). Now select its second unknown reflexive (unknown2). Go to the forth chunk (#3) and change its only dependency's ID to "objects\vehicles\creep\creep". You can now close the multiplayer_globals.mulg tag. Step 6- Fix Encryption Select "Fix Map Encryption" from the Map Options menu, close the map, and FTP it up to the Xbox. 34.Flying gauss cannon!: Ok I will be doing this in dothalo. I will be making the gauss cannon flyable and make it get shot from a pp. This tut will also make the gauss so it has NO banchee parts or sounds. Open up the map you want it on(I will be using containment) and go to the [vehi] tag and click on the banchee. Highlight and copy the "meta offset" at the top. Now, go down and click on the gauss and at the top paste the banchee's "meta offset" in the place of the gauss'. Now, go to the dependencies window for the gauss. Change the hlmt from banchee to gauss. And click save changes. Now at this point the gauss is fully flyable, but how do you get it Well that's what the next part of the tut is. Those of you experienced enough that know how to change the projectile of the pp or rocket to the gauss can skip this part, you are done , but please read my last comment, you may be able to help Ok I am going to make the normal plasma bolt shoot the gauss turret so you can get to fly it . Go to the [weap] tag, and go down to the plasma pistol. Go to the pp's dependencies window and click the plasma bolt projectile. Go up and change the tag to [vehi] and in the dependencies drop down scroll down to gauss. 35.Landfill!: For those of you that don/t know the landfill room is a big white room with single player char models and vehicals in it here is an easy way to get it. ftp to your xbox and pick a map(ill use midship.map as n example) delete it then rename single player shared.map to midship.map and walla you have the landfill room Changing Player Spawns!: Here we go, how to change player spawns. In this tutorial I will show how to change all player spawns on a map to another location. I will also tell you how to change individual spawns. Anyways, on with the tut. Things you'll need: PlayerSpawn by GlitchyGuardian Map resigner DotHalo Everything you need is available in Antman's modding tools. So first, fire up CordFinder. Go to file->load map view. Now navigate to where the modding tools are installed, and then go to the CordFinder folder, then "contentmaps." For this tutorial, we are going to be changing the spawn points of Elongation, so click that one and open it. You should now be presented with a screen like this: Now, click "Zoom In" once or twice to get a bit of a better view. We are now going to get the X and Y coordinates for a spot outside of the map. So mouse over the spot where you want your player to spawn. Keep in mind that we are not changing the height of the spawn, so somewhere in the black space is preferred. Ok, so double click where you want to spawn and the X and Y coordinates should freeze. The X and Y coordinates are displayed in the red circle above. I suggest copying them to notepad as they appear for safe keeping. Now that you have your spawn coordinates, you'll need to replace the old spawns with your new ones. Open up PlayerSpawns by GlitchyGuardian now. Open your Elongation.map that your If you click the drop down menu near "small view" you will scroll down to see 79 different numbers. These are the spawn points, thus there are 79 different spawns on this map. Now, to save time we are going to make every spawn point on the map our new outside the map point. To do this, we are going to need to make spawns 0-79 our new spawn. To do this, make sure the Change Values says from 0 to 79, and Now there is one more thing. We need the Z coordinate (the height). So, we need to go into DotHalo and find an existing height of a spawn and use that as ours. Open Elongation in DotHalo. Navigate to the SCNR tag and go to the tag editor. Scroll down until you see "player spawn." Click on the drop down menu and choose spawn 0. You should now see the coordinates of spawn 0. Now we need the Z coordinate, so copy that. And paste it into the Z field of PlayerSpawn. Click "Change Range" on PlayerSpawn. Now click "Save Map." A message should come up telling you of it's success. Now you just need to resign the map with a resigner, fire it up and enjoy spawning outside of Elongation! 37.Spawn with battle rifle, no one else!: Only works with duel wield anything Ok first open dothalo Then open your map in the map editor then goto tags then go to the weapon tag and click on objects\weapon\rifle\battlerifle then go to tag editor and check equip to left arm only then do back to tag and goto itmc item collection click on multiplayer\singleweapons\smg then goto dependencies goto weapon tag and goto battle rifle. click save changes then do the same with battle rifle to smg then fix encyption then close map 38.Rocket=NUKE!: STEP 1 open dothalo and the map you want STEP 2 go to the proj tab select rockets STEP 3 go to the tag editor DAMMAGE EFFECT DISTANCE change that to like 1E + 100000 the more you put the bigger the explosion STEP 4 You are done for unless you want ot make slow moving so you can get out of the way Change the initial projectile speed 1 and the final projectile speed to 1 [bold]Here is a tutorial on how to softmod your xbox:[/bold] http://forums.afterdawn.com/thread_view.cfm/311710 [bold]Here is a tutorial on how to FTP:[/bold] http://forums.afterdawn.com/thread_view.cfm/228294
uhhh....dude I'm pretty sure that is copyrighted and will need permission by the original creater to use this
Yo guys, whats up, i see have my tutorials. Well, im glad you like them, and yes i do have a site, its www.h2modders.com and i dont anyone actually asked if they could post these.
no i just read the post and one guy said they were copyrighted and you guys should have asked or whatever, and someone said he asked me, and i dont remember anyone asking me. And someone asked aobut a site, so i told them my site. By the way, im y2k Hell99
Oh. Well I assumed when he said he asked you that he was telling the truth. But if ever want this removed just tell me or an Admin. Thanks!
no way, im glad to see my stuff posted. And im very happy and thankful for you giving me credit, not alot people give the original owner credit.
Oh I always do. I don't see a point in telling someone you can do something without proving it. It's pretty pointless but I like this tutorial so keep it up!
ok guys i am a modder for halo 2. the only thing is, i have the new maps maps downloaded on my pc but i need the new ones like ex:lockout/midship when i try to connect to my box to try to get them i cant connect?? so anyways if anyone can download them for me and send them to me at blackeyes187@aim.com or im me at blackeyes187 to let me know that would be great thanks in advance guys!!!