Combining 2 Mods?

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Omo
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Combining 2 Mods?

Post by Omo » Sun Jun 17, 2007 10:15 pm

I have the mac halo demo and I'm currently hosting the bloodgulch triforce map, but I hate people who run over in hogs, use fuel rods and use rockets and so I also wanna use the Anti-noob mod o' doom, and i was wondering how i could, or if someone else could combine the effects of these two mods?


Thanks a kazillion.


Omo :wink:
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Mota-Lev
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Post by Mota-Lev » Mon Jun 18, 2007 3:47 am

I could edit the rocket launcher and fuel rod to shoot a pistol bullet or the oddball skull. But i'm not sure how edit the hog part. Mabye i could just remove the hogs and put turrents there.

TheSlothist
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Post by TheSlothist » Mon Jun 18, 2007 5:39 am

Turn the damage of vehicles running to over to something like 1-10.
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Post by Fuel » Mon Jun 18, 2007 1:38 pm

Real Dry Canadian wrote:Turn the damage of vehicles running to over to something like 1-10.
orly
then the mod he wants is easy 2 make
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draconic74
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Post by draconic74 » Mon Jun 18, 2007 3:19 pm

I had an idea on this... What if you made a .ppf of a mod, and applied it to another one? If I understand them right, it only changes the things that are different. In other words...

Example:
Original Map: 00000000
Original Mod: 10000000
New Mod: 00000011

So if it takes what different between the original map and original mod, you get (1)00000000. but put that onto the new mod, and since only the first part is different, thats all thats changed, so you come out with 10000011, the two spliced mods. (obviously it would paste over existing mods, like say, warthog over warthog, so the original mod's warthog is gone. But if the only pistol is modded in one, and only the sniper in the other, you now have both pistol and sniper :P.)

This would be an awesome way for teams to get the mod around. Just work on your specific weapon, ppf it, send it to the team while they send you their weapon, patch it, and play! Quick, easy, and efficient.
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Post by TheSlothist » Mon Jun 18, 2007 3:20 pm

OMFG THE INTERNET IS SO SRS.

Pav
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Post by Pav » Mon Jun 18, 2007 3:40 pm

wow drac, could it be done?
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draconic74
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Post by draconic74 » Mon Jun 18, 2007 4:33 pm

If that is how a .ppf works, I believe so. If not, :cry: :x :evil: :?:
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Altimit01
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Post by Altimit01 » Mon Jun 18, 2007 4:44 pm

That's exactly how it works. Although it doesn't do a bit by bit comparison. Too slow. It's a shame the documentation disappeared when the website lost it's lease on the domain.

And yes you can apply multiple ppfs to a map.
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draconic74
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Post by draconic74 » Mon Jun 18, 2007 5:36 pm

Hmm... Theres got ot be a copy of how it works somewhere... Who made it?

Also, BOOYA!

Im about to have a sever case of "I knew it" and "Told ya so". Although lots of people already knew this XD. Anyway, its the perfect way for team map collaboration. Altimit, we could use this for the mod at the site! :P
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Pav
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Post by Pav » Mon Jun 18, 2007 8:34 pm

Wow guys, I think we're gonna have some Low Riders to go with my Stunt Shees. :D

AND! Maybe drac could send over that sweet rocket launcher he made in a .ppf and I could throw that in as well?

Wow, this opens up a lot of possibilities.
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omo (guest)

Save for that it doesnt work...

Post by omo (guest) » Mon Jun 18, 2007 10:26 pm

the server you made is just bloodgulch without shees. OK, I'll try again.

What I need is a combination of antinoob mod o' doom and triforce to host, with all traits, which are as follows:

No shees
Rockets arent there
Fuel rods arent there
when you run someone over in a hog, it does nothing to them.
You start with 3 weapons : the pistol for primary, the shotgun secondary, and the sniper... thirdary. or whatever.

I'm not sure if the suggestion made about ppf-ing a mod to alter it would work, but its definitely worth a shot.


If anyone knows how I could do this, or could do it for me, please reply. :lol:

draconic74
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Post by draconic74 » Tue Jun 19, 2007 2:01 am

Simple. since neither have conflicting factors (one has shee and heavy weps removal, the other has a triple-weapon hold), just ppf one and apply to the other. It dosnt get much easier than that.
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Moxus

Post by Moxus » Tue Jun 19, 2007 2:11 am

I think what we need is a tutorial about how to null the damage of a vehicle's physical impact (In this case, running over). I too would like to know, because I need that for a mod I have in mind.

Sincerely,
Moxus

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Syperium
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Post by Syperium » Tue Jun 19, 2007 7:07 am

Heh...reverse splatter. That was fun...

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