Secondary fire for stuff.

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Eclipse
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Secondary fire for stuff.

Post by Eclipse » Thu Jan 03, 2008 1:16 am

I remeber a mod where the ghost had a secondary fire and also a mod where the Ar had a secondary fire i was woundering how this is done.
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Post by TaxiService » Thu Jan 03, 2008 4:56 am

the ghost with secondary was a ghost with banshee's weapon and a trigger that hurts you


the AR with secondary should probably be a modded plasma pistol... :|




for us, on mac, is impossible to add a secondary to a weapon.


.........well... it is possible. everything is possible, but not with tools et-cetera.
if you know Hex as god... :roll:
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Moxus
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Post by Moxus » Thu Jan 03, 2008 5:00 am

TaxiService wrote:the ghost with secondary was a ghost with banshee's weapon and a trigger that hurts you


the AR with secondary should probably be a modded plasma pistol... :|




for us, on mac, is impossible to add a secondary to a weapon.


.........well... it is possible. everything is possible, but not with tools et-cetera.
if you know Hex as god... :roll:
Or you inject the meta of the Plasma Pistol into the Assault Rifle, and then dependency swap tags to make the AR look and act like and AR again (except with two proj tags and an extra clip/projectile.

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Post by Mota-Lev » Thu Jan 03, 2008 5:01 am

I know hex as god.. Now I will go forth and make all be able to walk on water in the island. No water barrier will stop us from touching the edge of that map NONE I TELL U.
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Post by TaxiService » Thu Jan 03, 2008 6:18 am

Moxus wrote:
TaxiService wrote:the ghost with secondary was a ghost with banshee's weapon and a trigger that hurts you


the AR with secondary should probably be a modded plasma pistol... :|




for us, on mac, is impossible to add a secondary to a weapon.


.........well... it is possible. everything is possible, but not with tools et-cetera.
if you know Hex as god... :roll:
Or you inject the meta of the Plasma Pistol into the Assault Rifle, and then dependency swap tags to make the AR look and act like and AR again (except with two proj tags and an extra clip/projectile.

-=Moxus=-
yees... that works, but i was talking about chuck-add a secondary fire to AR.

...which it's possible only with hex at the moment.

...and noone knows publicly how. (at the moment.)



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Post by Mota-Lev » Thu Jan 03, 2008 4:29 pm

I just wanted to sound cool and maybe you guys would accept me into your group.
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Post by conure » Thu Jan 03, 2008 4:52 pm

I claim no resposibility for correctness of this, and i didnt feel like finishing the XML part. Also note that this uses the full halo BG because i dont wana officially support trial modding :P
a txt file on my desktop wrote:1.) Open the map of your prefernce in a editor that can extract meta/xml files. Once map
is open open a txt file and copy down the magic. Then browse to the tag and copy down were
it starts in the map file. Example on BG the magic is 0x3F777F94, and the tag offset for
the pistol is 0xEF6704. We add those 2 numbers together to find offsets in the extracted
meta files.

2.)Extract the meta file and open it in a hex editor. Go to 0x4f0 in the hex editor for the
magazines reflexive. It looks like this

0100 0000 B0ED 6640 0000 0000

Heres a break down of this

0100 0000 - is the chunk count, in this case 1.

B0ED 6640 - is the offset modified by magic

0000 0000 - Blank bytes, not usualy important.

3.)Go to the offset given by the magic offset, which is (0x4066edb0 - 0x3F777F94 - 0xEF6704)
That is offset 0x718 that you should be at. Now the chunk size is 112 bytes, so highlight
from 0x718 to 0x788. What you highlighted is the entire magazines chunk, this controls ammo
to gun. Now put your curser at 788 and paste all that data in, so a whole new chunk is
inserted (make sure not to overwrite anything.)

4.) Go back to 0x4f0 and change the reflexive to this

0200 0000 B0ED 6640 0000 0000

so it has 2 trigger count.

5.) Now we need to correct the recursive reflexives of magazine 1 and 2. Go to 0x718 + 0x64
for the magazine recursive reflexive. You will se this

0100 0000 20EE 6640 0000 0000

change it to this

0100 0000 90EE 6640 0000 0000

We did this because we moved the sub-reflexive chunk forward 112 bytes

Next go to 0x718 + 0x70 + 0x64

and change the reflexive from

0100 0000 20EE 6640 0000 0000

to

0000 0000 90EE 6640 0000 0000

This will make it so it doesnt see a firing effect chunk.We also need to update the triggers
reflexive at 0x4fc, so change this

0100 0000 3CEE 6640 0000 0000

to

0100 0000 ACEE 6640 0000 0000


6.) Now go to the start of the triggers relfexive which is at (0x4066eeac - 0x3F777F94 - 0xEF6704)
or 0x814. First thing we gona do in this chunk is duplicate it one time. The chunk size is
276 bytes, so copy from 0x814 to 0x928 and insert at 0x928.

7.)go to (0x814 + 0x108) = 0x91c to get the firing effects chunk location. This is what the
reflexive looks like

0100 0000 50EF 6640 0000 0000

change it to

0100 0000 d4f0 6640 0000 0000

we did that becuase we added on magazine chunk (112 bytes) and one trigger chunk (276 bytes)


8.)Now go to the start of the firing effect chunk which is at (0x4066f0d4 - 0x3F777F94 - 0xEF6704)
or 0xa3c. The chunk size of this bit is 132. Sense we did all this duplication right we just
copy from a3c to the end of the file, then insert it at end.


9.)Now we need to put in the final touchs for the new secondary trigger reflexive, it starts
at 0x814 + 0x114 = 0x928 now got + 0x1e to get to 0x946 and replace the four bytes of this
0000 0000
with
0001 0000

(note this value may be in correct so if u dont care bout experimental shit like this,
dont change it because all it does is let the secondary have its own magazine)

Now we need to go to 0x928 + 0x108 for the firing effects reflexive

0100 0000 50EF 6640 0000 0000

change to

0100 0000 58f1 6640 0000 0000


check it to make sure its right. (0x4066f158 - 0x3F777F94 - 0xEF6704) = 0xac0, which is
correct.

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Post by Mota-Lev » Thu Jan 03, 2008 5:49 pm

What does it do? add secondry fire to which gun?
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Not conure

Post by Not conure » Thu Jan 03, 2008 6:03 pm

Mota-Lev wrote:What does it do? add secondry fire to which gun?
Pistol, read it :/

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Post by Fuel » Thu Jan 03, 2008 6:40 pm

but would the data be the same as halo demo?
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Post by Mac Hacker » Thu Jan 03, 2008 9:24 pm

Fu£L wrote:but would the data be the same as halo demo?
no not unless u use Demo hack to change header to full ;) but then again there are still little spots in hex that are diffrent

anyway i have a tag i made using a few methods on PC thats not hek related if i can find them i will post them here
Last edited by Mac Hacker on Thu Jan 03, 2008 9:31 pm, edited 2 times in total.

conure
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Post by conure » Thu Jan 03, 2008 9:27 pm

Fu£L wrote:but would the data be the same as halo demo?
The tag structure, yes. The tag its self? probably.

The major thing you need to correct the tutorial is the magic and tag offset.

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Post by Mac Hacker » Thu Jan 03, 2008 9:31 pm

EDIT:

found them lol

http://files.filefront.com/Ghost+Second ... einfo.html


lol i used banshees meta to make this (the banshee meta is the best to use to get a ghost with secondary fire or any weapon because its less sloppy than the PP)

to use put them in your vehicles/ghost

replace existing and add them to rebuild!!!!

give me a list of things u want with secondary fire and i will release them in the tag release thread

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Post by Moxus » Fri Jan 04, 2008 4:14 am

Mota-Lev wrote:I just wanted to sound cool and maybe you guys would accept me into your group.
What group?

-=Moxus=-
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Many thanks to the people who have made my years on MGM and on Halo Demo so memorable.

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Post by G[v]N » Fri Jan 04, 2008 4:15 am

Hogs.
lololololololol

I'm getting my Macky back soon! Just waitin for the guy to call..*sigh*
Then I zoom there wit me Magical Pimped-Up Pelican and collect it back, yay!

:lol:
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Moxus wrote:Many thanks to the people who have made my years on MGM and on Halo Demo so memorable.

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