help!!!!!!!!!!!!!!!! me mod NOW!!!!!!!
Moderator: Halo Moderators
-
- Green Beret
- Posts: 3470
- Joined: Sat Jun 03, 2006 11:08 am
- Contact:
Or it could actually be foxrun.... Your right Pool, his account is kind of open, yet not on the Dev Forum. I decided (as curiosity took me) to log in as him and it worked. I did nothing, and found he had one new message dated today. And a couple others. Thats all I did. But maybe it really is foxrun. If so, I say you have definenly gotta get a new pass...
PS: I did absolutely nothing on your account. Logged in, Logged out. Just to see if Pool was kidding.
PS: I did absolutely nothing on your account. Logged in, Logged out. Just to see if Pool was kidding.
- Syperium
- Ranger
- Posts: 1632
- Joined: Sun Apr 23, 2006 3:59 pm
- Location: An old fart who still remembers his password...
- Contact:
Re: yay
To get everyone... to kinda... "shut up"... here:!i!i!i!i wrote:Yay i now know how to make mods!!!! thanks to andor...if you know were i can get some 16 bit codes than please tell me.
ps. I now am not a noob!!!! yay
Guns:
70 61 65 77 36 E6 F2 4B 00 00 00 00 6C 04 E0 E5 <- Plasma rifle
70 61 65 77 1D 57 F2 4B 00 00 00 00 EA 00 5E E2 <- Assault rifle
70 61 65 77 26 7F F2 4B 00 00 00 00 D9 01 4D E3 <- Pistol
70 61 65 77 52 F4 F2 4B 00 00 00 00 C7 04 3B E6 <- Rocket launcher
70 61 65 77 36 0C F3 4B 00 00 00 00 51 05 C5 E6 <- flamethrower
70 61 65 77 0E 3C F3 4B 00 00 00 00 77 06 EB E7 <- gravity rifle
70 61 65 77 53 3D F3 4B 00 00 00 00 7E 06 F2 E7 <- needler
70 61 65 77 B5 22 F3 4B 00 00 00 00 D2 05 46 E7 <- Plasma Pistol
70 61 65 77 A7 D8 F2 4B 00 00 00 00 15 04 89 E5 <- Shotgun
70 61 65 77 DC F9 F2 4B 00 00 00 00 E6 04 5A E6 <- Sniper Rifle
70 61 65 77 F8 47 F3 4B 00 00 00 00 CA 06 3E E8 <- Oddball
70 61 65 77 96 49 F3 4B 00 00 00 00 D8 06 4C E8 <- Flag
70 61 65 77 9A 18 F3 4B 00 00 00 00 9E 05 12 E7 <- Fuel Rod
70 61 65 77 48 4C F3 4B 00 00 00 00 EF 06 63 E8 <- needler
Weapon Collection:
63 6D 74 69 87 22 F3 4B 00 00 00 00 D1 05 45 E7 <- Plasma Pistol
63 6D 74 69 7F D8 F2 4B 00 00 00 00 14 04 88 E5 <- Shotgun
63 6D 74 69 09 E6 F2 4B 00 00 00 00 6B 04 DF E5 <- Plasma Rifle
63 6D 74 69 DB E5 F2 4B 00 00 00 00 6A 04 DE E5 <- Assault Rifle
63 6D 74 69 FB F3 F2 4B 00 00 00 00 C5 04 39 E6 <- Pistol
63 6D 74 69 22 F4 F2 4B 00 00 00 00 C6 04 3A E6 <- Rocket Launcher
63 6D 74 69 AF F9 F2 4B 00 00 00 00 E5 04 59 E6 <- Sniper Rifle
63 6D 74 69 08 0C F3 4B 00 00 00 00 50 05 C4 E6 <-Flame Thrower
63 6D 74 69 6C 18 F3 4B 00 00 00 00 9D 05 11 E7 <- Fuel Rod
63 6D 74 69 7E F1 F2 4B 00 00 00 00 B6 04 2A E6 <- Fragmentation Grenade
Equipment:
70 69 71 65 D2 08 F3 4B 00 00 00 00 3D 05 B1 E6 <- Plasma grenade
70 69 71 65 AC F1 F2 4B 00 00 00 00 B7 04 2B E6 <- Frag grenade
70 69 71 65 97 ED F2 4B 00 00 00 00 9C 04 10 E6 <- Active Camouflage
70 69 71 65 7D 4C F3 4B 00 00 00 00 F1 06 65 E8 <- WTFBox
70 69 71 65 21 4D F3 4B 00 00 00 00 F6 06 6A E8 <- WTFBox
70 69 71 65 4E EF F2 4B 00 00 00 00 A7 04 1B E6 <- Over Shield
70 69 71 65 95 F0 F2 4B 00 00 00 00 AF 04 23 E6 <- Health Pack
70 69 71 65 60 41 F3 4B 00 00 00 00 9C 06 10 E8 <- Needler Ammo
70 69 71 65 C7 13 F3 4B 00 00 00 00 80 05 F4 E6 <- Battery
70 69 71 65 FA FF F2 4B 00 00 00 00 0B 05 7F E6 <- 16 Ct Ammo
70 69 71 65 AC F7 F2 4B 00 00 00 00 DB 04 4F E6 <- Rocket Ammo
70 69 71 65 FA DD F2 4B 00 00 00 00 39 04 AD E5 <- Shotgun Ammo
70 69 71 65 80 83 F2 4B 00 00 00 00 F9 01 6D E3 <- Pistol Ammo
70 69 71 65 45 60 F2 4B 00 00 00 00 22 01 96 E2 <- Assault Rifle Ammo
Projectiles:
6A 6F 72 70 44 1E F3 4B 00 00 00 00 BB 05 2F E7 <- Fuel Rod
6A 6F 72 70 D9 27 F3 4B 00 00 00 00 F2 05 66 E7 <- Plasma Pistol (uncharged)
6A 6F 72 70 5F 2B F3 4B 00 00 00 00 08 06 7C E7 <- Plasma Pistol (charged)
6A 6F 72 70 C5 33 F3 4B 00 00 00 00 36 06 AA E7 <- Frag Grenade
6A 6F 72 70 82 AC F2 4B 00 00 00 00 FF 02 73 E4 <- Scorpion Shell
6A 6F 72 70 F6 14 F3 4B 00 00 00 00 86 05 FA E6 <- Invisible Flame
6A 6F 72 70 77 01 F3 4B 00 00 00 00 13 05 87 E6 <- Sniper Rifle Shell
6A 6F 72 70 B4 C6 F2 4B 00 00 00 00 A5 03 19 E5 <- Rocket
6A 6F 72 70 9F EB F2 4B 00 00 00 00 8E 04 02 E6 <- Plasma Rifle
6A 6F 72 70 14 DF F2 4B 00 00 00 00 40 04 B4 E5 <- shotgun bullet
6A 6F 72 70 BD D1 F2 4B 00 00 00 00 ED 03 61 E5 <- Banshee Fuel Rod
6A 6F 72 70 05 D1 F2 4B 00 00 00 00 E7 03 5B E5 <- Banshee Plasma
6A 6F 72 70 9F EB F2 4B 00 00 00 00 8E 04 02 E6 <- Ghost Plasma
6A 6F 72 70 AC BA F2 4B 00 00 00 00 5D 03 D1 E4 <- Ghost Plasma
6A 6F 72 70 C6 35 F3 4B 00 00 00 00 43 06 B7 E7 <- Plasma Grenade
6A 6F 72 70 BE 42 F3 4B 00 00 00 00 A4 06 18 E8 <- needler
6A 6F 72 70 63 4C F3 4B 00 00 00 00 F0 06 64 E8 <- needler
6A 6F 72 70 3E 50 F3 4B 00 00 00 00 0A 07 7E E8 <- Plasma turret
6A 6F 72 70 4F 9C F2 4B 00 00 00 00 92 02 06 E4 <- ???
6A 6F 72 70 17 B6 F2 4B 00 00 00 00 3B 03 AF E4 <- Scorpion machine gun
6A 6F 72 70 B5 84 F2 4B 00 00 00 00 01 02 75 E3 <- pistol
6A 6F 72 70 F2 61 F2 4B 00 00 00 00 2B 01 9F E2 <- Assault rifle
Vehicles:
69 68 65 76 FD 94 F2 4B 00 00 00 00 60 02 D4 E3 <- Warthog
69 68 65 76 87 C3 F2 4B 00 00 00 00 91 03 05 E5 <- Rocket Warthog
69 68 65 76 43 A8 F2 4B 00 00 00 00 E3 02 57 E4 <- Tank
69 68 65 76 2C B7 F2 4B 00 00 00 00 43 03 B7 E4 <- Ghost
69 68 65 76 4C CD F2 4B 00 00 00 00 CC 03 40 E5 <- Banshee
69 68 65 76 3F 4D F3 4B 00 00 00 00 F7 06 6B E8 <- Turret
Scenery:
6E 65 63 73 65 6A 62 6F FF FF FF FF 12 00 86 E1 <- Boulder
6E 65 63 73 65 6A 62 6F FF FF FF FF 17 00 8B E1 <- Boulder Crouch
6E 65 63 73 65 6A 62 6F FF FF FF FF 1E 00 92 E1 <- A50 Large Rock
6E 65 63 73 65 6A 62 6F FF FF FF FF 24 00 98 E1 <- Boulder Large Grey
6E 65 63 73 65 6A 62 6F FF FF FF FF 29 00 9D E1 <- Shrub Large
6E 65 63 73 65 6A 62 6F FF FF FF FF 2E 00 A2 E1 <- Plant Fern
6E 65 63 73 65 6A 62 6F FF FF FF FF 3C 00 B0 E1 <- Plant Broad Leafy Short
6E 65 63 73 65 6A 62 6F FF FF FF FF 40 00 B4 E1 <- Log
6E 65 63 73 65 6A 62 6F FF FF FF FF 46 00 BA E1 <-Tree Leafy Fallen Trunk
6E 65 63 73 65 6A 62 6F FF FF FF FF 49 00 BD E1 <- Tree Desert White Bark
(Tree Next To Red Base)
6E 65 63 73 65 6A 62 6F FF FF FF FF 4E 00 C2 E1 <- ?
(Tree Next To Blue Base)
6E 65 63 73 65 6A 62 6F FF FF FF FF 55 00 C9 E1 <- Boulder Double Wide
6E 65 63 73 65 6A 62 6F FF FF FF FF 5B 00 CF E1 <- Tele-Porter
6E 65 63 73 65 6A 62 6F FF FF FF FF 62 00 D6 E1 <- Tele-Porter Base
6E 65 63 73 65 6A 62 6F FF FF FF FF 74 00 E8 E1 <- Small Blue Beacon
6E 65 63 73 65 6A 62 6F FF FF FF FF 7E 00 F2 E1 <- Small Red Beacon
6E 65 63 73 65 6A 62 6F 00 00 00 00 83 00 F7 E1 <- Floor Arrow
6E 65 63 73 65 6A 62 6F FF FF FF FF 8D 00 01 E2 <- Door Blinker
6E 65 63 73 65 6A 62 6F FF FF FF FF 8F 00 03 E2 <- Flag Base
Bipd:
64 70 69 62 31 49 F2 4B 00 00 00 00 93 00 07 E2 - Cyborg
64 70 69 62 74 69 6E 75 65 6A 62 6F 47 07 BB E8 - Cyborg_mp
Spawn Points - Vehicles:
1st set of four bytes=X
2nd set of four bytes=Y
3rd set of four bytes= Elevation
4th set of four bytes= Rotation
Vehicle Spawns:
0x881FD0 (Green Hog at Blue Base)
4E E2 E6 41 BD 83 B5 C2 9F 03 9B 3E CE 28 59 BF
0x882048 (Green Hog at Red Base)
EF 9F CC 42 4B A0 10 C3 3E 68 14 3F 9B 92 F2 3F
Vehicle Spawn Point
0x882390 (Rocket Hog at Blue Base)
6B 9E 4A 42 E8 92 AF C2 00 EB A0 3D A0 C3 F7 BF
Vehicle Spawn Point
0x882660 (Rocket Hog at Red Base)
6B E1 CB 42 9D 70 2A C3 14 09 4A 3E 6C 19 92 3F
Vehicle Spawn Point
0x882840 (Banshee at Red Base)
38 31 BF 42 0E 50 22 C3 07 6A E4 3F DB 0F C9 3F
Vehicle Spawn Point
0x8828B8 (Banshee at Blue Base)
63 AE 20 42 CD CC 98 C2 2B 6A E4 3F DB 0F C9 BF
Vehicle Spawn Point
Weapon Spawns:
Offset: 0x88AD54
1C A0 20 42 4C B3 A0 C2 A9 4C 92 BE 00 00 00 00 <- Plasma Rifle (Blue Base)
Offset: 0x88AE74
52 23 BF 42 1F C2 20 C3 AA 4C 92 BE 00 00 00 00 <-Plasma Rifle (Red Base)
Offset: 0x88ABA4
DD A4 18 42 C4 71 9E C2 A5 4C 92 BE F6 E8 C4 3F <- Shotgun (Blue Base( Near Sniper Cliff))
Offset: 0x88AC34 Binary: 101010110010110001 String:
DD 21 28 42 BC 72 9E C2 A3 6C 92 BE DB 0F C9 BF <- Shotgun (Blue Base(Near Plasma Grenades))
Offset: 0x88ACC4 Binary: 10011001100101010110001 String:
6A 83 20 42 D2 AE 9B C2 28 E0 92 BE DA 0F 49 C0 <- Assault Rifle (Blue Base)
Offset: 0x88ADE4 Binary: 10011101101101010110001 String: °
97 21 BF 42 49 49 1E C3 A5 4C 92 BE DA 0F 49 C0 <- Assault Rifle (Red Base)
Offset: 0x88AF04 Binary: 1001111101001010110001 String: Ø
E1 16 C3 42 C0 83 1F C3 A6 4C 92 BE DB 0F C9 BF <- Shotgun (Red Base(Near Hogs))
Offset: 0x88AF94 Binary: String:
00 08 BB 42 E0 65 1F C3 A6 4C 92 BE DB 0F C9 3F <- Shotgun (Red Base(Near Plasma Grenades))
Offset: 0x88B024 Binary: String:
04 FB 6B 42 99 B5 E9 C2 A9 C3 EB 3F 00 00 00 00 <- Center Power-Ups
Offset: 0x88B0B4 Binary: String:
B6 96 13 42 5C 93 A4 C2 9A 2C DA 3F BB FF 49 3F <- Health Pack (Blue Base)
Offset: 0x88B144 Binary: String:
66 6D C5 42 5D 65 1C C3 97 2C DA 3F E4 CB 16 C0 <- Health Pack (Red Base)
Offset: 0x88B654 Binary: String:
4B BB BE 42 15 1B 21 C3 96 34 DA 3F 00 00 00 00 <- Pistol (Red Base)
Offset: 0x88B6E4 Binary: String:
BB A4 20 42 97 67 9B C2 97 2C DA 3F DA 0F 49 40 <- Pistol (Blue Base)
Offset: 0x88B774 Binary: String:
3D 34 91 42 61 AD FC C2 55 3B 97 3F 00 00 00 00 <- Rocket Launcher
Offset: 0x88B804 Binary: String:
F8 C2 2C 42 25 72 A4 C2 99 2C DA 3F E4 CB 16 C0 <- Sniper (Blue Base)
Offset: 0x88B894 Binary: String:
9B F4 B8 42 A9 69 1C C3 97 2C DA 3F DB 0F 49 3F <- Sniper (Red Base)
Offset: 0x88B924 Binary: String:
46 1F DA 42 FB 8F D8 C2 38 BF 03 40 00 00 00 00 <- Overshield (Cave)
Offset: 0x88BE34 Binary: String:
B7 AA 8B 42 52 54 B0 C2 EF 1C B5 40 00 00 00 00 <- Pistol (Blue Base Cliff)
Offset: 0x88BEC4 Binary: String:
80 07 67 42 1E FF 15 C3 18 0E B8 40 00 00 00 00 <- Pistol (Red Base Cliff)
Offset: 0x88BF54 Binary: String:
78 8B CF 42 EF 2B DA C2 D7 D5 DF 3F 77 B4 07 3E <- Flamethrower
Offset: 0x88BFE4 Binary: String:
84 DE 7B 42 82 84 08 C3 E7 3D FA 3F 52 64 1B 3F <- Fuel Rod
Scenery:
34 F1 43 42 BB BF A2 C2 9C 09 BC 3D 4C 87 0B C0 <- Rock, Left of Blue Base
B0 8A 2F 42 88 2E 8A C2 6D 42 9F 3E C2 06 D9 BF <- Rock, Behind Blue Base
62 1A BD 42 1C 55 C3 C2 33 0E 70 40 50 73 40 C0 <- Boulder Double Wide, Near Cave
C1 58 AA 42 12 C7 1E C3 13 E3 BD 3C 47 CE 2A BF <- Tree, Red Tree
C0 8C C2 42 1E 82 0B C3 AD CC 1D 3E B8 8E 45 3F <- A50 Large Rock
32 1E 80 42 6D 38 29 C3 6F 57 51 40 52 E0 3C BF <- Bolder Crouch, Far Left of Red Base
3B 8A AB 42 58 11 16 C3 D8 6B 57 BC 05 F1 0F C0 <- Rock, Diagnally Left of Red Base
48 09 D2 42 A4 11 23 C3 96 54 93 BB D8 D2 3E BF <- Rock, Right of Red Base
Not all is found...
Antenna:
21 74 6E 61 F3 AB F2 4B 00 00 00 00 FB 02 6F E4 - Scorpion Medium Antenna
21 74 6E 61 8C 9B F2 4B 00 00 00 00 8C 02 00 E4 - Scorpion Shot A 1ntenna
21 74 6E 61 CA AB F2 4B 00 00 00 00 FA 02 6E E4 - Warthog Antenna
Empty CMTI Tag Offset:
Offset: 0x8842C0
Starting Weapons Offset:
Offset: 0x88C070
...Happy?
- Syperium
- Ranger
- Posts: 1632
- Joined: Sun Apr 23, 2006 3:59 pm
- Location: An old fart who still remembers his password...
- Contact:
I use it for teleporters. What ever is before the number before the "cmti" tag, is where you put the location. Then, to tag a teleporter, you put either a 06 00 02 00 for a "going to" tag, and for a "ending part", you'd put 07 00 02 00. That's how it works.
If you'd like a tutorial, I'll get Sleepin' to post his tutorial that he made, or, I"ll post a new one.
If you'd like a tutorial, I'll get Sleepin' to post his tutorial that he made, or, I"ll post a new one.
I made one. Let me post it. It was originally created by SI19, but I didn't understand it, so I put a bit more detail in. Enjoy.
-Teleporter Tutorial-
1. Go to 008842C0 because it is a blank cmti (cmti - itmc reversed>Item Collection) tag.
Note: with a normal cmti tag, there’s 4 elements. The first element is the spawn point (in this case the spawn point would be: B8 43 76 42 07 94 16 C3 19 3A CB 40 00 00 00 00 because it is before the cmti) (16 bytes). The second is its type of cmti (which we are going to change to a teleporter) (4 bytes). The third element is the tag (which of course is cmti or item collection) (4 bytes). The fourth element is its value, which could be a rocket launcher, a frag grenade, a pistol, even a teleporter (12 bytes). This cmti tag is blank because the 4th element (it’s value) is not present. Instead of a value, it goes 00 00 00 00 00 00 00 00 FF FF FF FF (which means null, or 0).
Second Note: Spawn Points are 16 bytes because they are in the form of: xxxx (X Coordinate, it’s distance from the right of the map) yyyy (Y Coordinate, it’s distance from the bottom of the map) zzzz (Z Coordinate, it’s elevation) rrrr (it’s rotation or, the way it’s facing).
2. What you have to do is determine a location for the teleporter, using the spawn point float value grid. Once you’ve gotten your new location, you paste it over the B8 43 76 42 07 94 16 C3 19 3A CB 40 00 00 00 00 (old spawn point value).
3. Now, we go to the 2nd element, which is the type of cmti, which must be tagged as a teleporter. So instead of 08 00 07 00, you must tag it as a teleporter origin. So, origin = 06 00 XX 00, destination = 07 00 XX 00. The XX’s must be replaced by numbers, such as 02 because the original teleporters are #0 (red) and #1 (blue).
4. So now, we have changed the spawn point, and we have tagged it as a teleporter origin. The problem is, our teleporter must have a destination. So, we have to go to the next empty cmti tag, which would be 884354. Now, using the steps above, you must change the spawn point to whatever you want, and tag it is a teleporter destination (07 00 02 00).
Tutorial modified by Yummy DV (BA Yummy, BA Noobie, [}{] Noobie).
Originally created by Sleeping Insomniac 19 (Special thanks to {BRO Z3} TJ).
-Teleporter Tutorial-
1. Go to 008842C0 because it is a blank cmti (cmti - itmc reversed>Item Collection) tag.
Note: with a normal cmti tag, there’s 4 elements. The first element is the spawn point (in this case the spawn point would be: B8 43 76 42 07 94 16 C3 19 3A CB 40 00 00 00 00 because it is before the cmti) (16 bytes). The second is its type of cmti (which we are going to change to a teleporter) (4 bytes). The third element is the tag (which of course is cmti or item collection) (4 bytes). The fourth element is its value, which could be a rocket launcher, a frag grenade, a pistol, even a teleporter (12 bytes). This cmti tag is blank because the 4th element (it’s value) is not present. Instead of a value, it goes 00 00 00 00 00 00 00 00 FF FF FF FF (which means null, or 0).
Second Note: Spawn Points are 16 bytes because they are in the form of: xxxx (X Coordinate, it’s distance from the right of the map) yyyy (Y Coordinate, it’s distance from the bottom of the map) zzzz (Z Coordinate, it’s elevation) rrrr (it’s rotation or, the way it’s facing).
2. What you have to do is determine a location for the teleporter, using the spawn point float value grid. Once you’ve gotten your new location, you paste it over the B8 43 76 42 07 94 16 C3 19 3A CB 40 00 00 00 00 (old spawn point value).
3. Now, we go to the 2nd element, which is the type of cmti, which must be tagged as a teleporter. So instead of 08 00 07 00, you must tag it as a teleporter origin. So, origin = 06 00 XX 00, destination = 07 00 XX 00. The XX’s must be replaced by numbers, such as 02 because the original teleporters are #0 (red) and #1 (blue).
4. So now, we have changed the spawn point, and we have tagged it as a teleporter origin. The problem is, our teleporter must have a destination. So, we have to go to the next empty cmti tag, which would be 884354. Now, using the steps above, you must change the spawn point to whatever you want, and tag it is a teleporter destination (07 00 02 00).
Tutorial modified by Yummy DV (BA Yummy, BA Noobie, [}{] Noobie).
Originally created by Sleeping Insomniac 19 (Special thanks to {BRO Z3} TJ).

Who is online
Users browsing this forum: Ahrefs [Bot] and 16 guests