Grunt Mod.
Moderator: Halo Moderators
- Syperium
- Ranger
- Posts: 1632
- Joined: Sun Apr 23, 2006 3:59 pm
- Location: An old fart who still remembers his password...
- Contact:
Grunt Mod.
**NOTE**: This mod is a beta, meaning there are many glitches, and random crashes.
In This Mod:
-You play as a Grunt,
-There are custom rims on the warthogs,
Things that are not complete:
-Walking sounds for the Grunt are not applied,
-Walking Diaginaly is not working,
-The Grunt cannot throw grenades,
-The Grunt cannot enter any vehicles,
-The Grunt cannot crouch,
-When the Grunt gets hurt, Halo Demo crashes.
This mod has taken me, "¿forever?"? That's metaphorically speaking.
How many people are capable of doin' shit like this? Phatorical question.
Anyway, obviously with-out further a'do, I present to you, to download link(s):
Bloodgulch.
Bitmap.
Now, anyone that has more knoledge in makin' this mod work, please do. I will not mind you editing my mistakes and correcting my disabled features that should work, and then posting a download link. I will not mind it one bit.
-Syp.
In This Mod:
-You play as a Grunt,
-There are custom rims on the warthogs,
Things that are not complete:
-Walking sounds for the Grunt are not applied,
-Walking Diaginaly is not working,
-The Grunt cannot throw grenades,
-The Grunt cannot enter any vehicles,
-The Grunt cannot crouch,
-When the Grunt gets hurt, Halo Demo crashes.
This mod has taken me, "¿forever?"? That's metaphorically speaking.
How many people are capable of doin' shit like this? Phatorical question.
Anyway, obviously with-out further a'do, I present to you, to download link(s):
Bloodgulch.
Bitmap.
Now, anyone that has more knoledge in makin' this mod work, please do. I will not mind you editing my mistakes and correcting my disabled features that should work, and then posting a download link. I will not mind it one bit.
-Syp.
Looks kinda fun. I can just picture Grunt wars with Plasma Grenades. Tee hee hee.
PWNAGED! DON'T ASK ME MOD QUESTIONS OR I WILL JUST MAKE FUN OF YOU AND CALL YOU MEAN NAMES.Karahna wrote:I have a small penis.
- Syperium
- Ranger
- Posts: 1632
- Joined: Sun Apr 23, 2006 3:59 pm
- Location: An old fart who still remembers his password...
- Contact:
Maybe if I knew how to manage the I.D's and edit permissions, I could errange something, and do as what >Shadow< mentioned; edit it so that the Grunt is in full relation to what the defualt Cyborg can do. Get in vehicles, pick up all of the weapons, etc. etc.
Beast, I'm not an idiot. I know you're a more advanced modder and I completely respect that.
People throwing things like that at me, lets me learn. I learn by other peoples possitive or negative statments. It's life,
.
Beast, I'm not an idiot. I know you're a more advanced modder and I completely respect that.
People throwing things like that at me, lets me learn. I learn by other peoples possitive or negative statments. It's life,

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- Green Beret
- Posts: 3470
- Joined: Sat Jun 03, 2006 11:08 am
- Contact:
Meh, right now i'm trying to get the Scarab in BG working. It's imported and everything. I just need to find out what changes to the header I have to make. I've tried dozens of things but nothing is working. Same problem with the flood. Yes, I am positive it was imported correctly. It got no errors when I Recursively Imported/Exported. Everything is in. Just the dumb header. 


- Syperium
- Ranger
- Posts: 1632
- Joined: Sun Apr 23, 2006 3:59 pm
- Location: An old fart who still remembers his password...
- Contact:
Once you've made your changes in HHK, or then need to obviously correct the model in HMT. After that, open the map up in HexEdit, and go to three locations; 008, 010, and 014. (Yes, they're memorized, lol.) Then, at each of those locations, you copy down those four bytes.
So at 008, you'd have XX XX XX XX, and at 010 you'd have the same thing, and at 014 as-well. (Understand I used those "X"'s as a reference to there being real Hexedecimal bytes.)
Then, to make it work for the demo, you need to go to those three locations that >Shadow< mentioned; 5E8, 5EC, and 2C4. At each of those locations, you'd paste the four bytes... it works like this:
008 -> 5E8
010 -> 5EC
014 -> 2C4
I'm sure you understand now.
ps. Thanks SI.
So at 008, you'd have XX XX XX XX, and at 010 you'd have the same thing, and at 014 as-well. (Understand I used those "X"'s as a reference to there being real Hexedecimal bytes.)
Then, to make it work for the demo, you need to go to those three locations that >Shadow< mentioned; 5E8, 5EC, and 2C4. At each of those locations, you'd paste the four bytes... it works like this:
008 -> 5E8
010 -> 5EC
014 -> 2C4
I'm sure you understand now.
ps. Thanks SI.
- Syperium
- Ranger
- Posts: 1632
- Joined: Sun Apr 23, 2006 3:59 pm
- Location: An old fart who still remembers his password...
- Contact:
Yeah... I don't know how to get new weapons in.
It's funny because, when I try and edit the I.D's, it crashes. When I use the dependency swapper, and make all of what ever I want, to the imported item, it works parcially, but it doesn't work all of the way.
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>Shadow<, try the dependency swapper in HMT, Say you want where the plasma rifle is, to be the scarab. Make everything that the plasma rifle is, to the scarab.
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If you wouldn't mind, can you post the scarab extract and the mod2 data? I'd appriciate it.
Or, tell me what map it's in,
.
It's funny because, when I try and edit the I.D's, it crashes. When I use the dependency swapper, and make all of what ever I want, to the imported item, it works parcially, but it doesn't work all of the way.
-----
>Shadow<, try the dependency swapper in HMT, Say you want where the plasma rifle is, to be the scarab. Make everything that the plasma rifle is, to the scarab.
-----
If you wouldn't mind, can you post the scarab extract and the mod2 data? I'd appriciate it.
Or, tell me what map it's in,

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