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    Flag cannon in MP


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    #1 nielsss

    nielsss

      Sergeant Grade 2

    • Retired Staff

    • 361 posts
    • Joined: 22-August 07

    Posted 22 August 2007 - 09:42 AM

    Step 1- Open Maps
    First, open Insolence. Once Insolence is open, go to the File menu, and select Open Map.
    Open the multiplayer map which you would like to add the weapon to. Also, open a single
    player map which contains the flak_cannon.weap tag.
    For this tutorial, I'm going to move the flak cannon from 04a_gasgiant.map into lockout.map
    , so open both of those.

    Step 2-Drag & Drop
    In the 04a_gasgiant.map window, locate the flak_cannon.weap. If you prefer using the File Path view,
    the path is objectsweaponssupport_highflak_cannonflak_cannon.weap. If you're used to the tags
    being sorted by their class, there is an option to switch the sorting method under the "Map Options"
    view. If you're using that view, the flak_cannon.weap will be near the bottom of the [weap] group.
    Ok, once you find the flak_cannon.weap tag, left click it once to select it. Then Right click and
    Drag&Drop the tag into lockout.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 "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-Update the FP Model Dependencies
    Ok. The tag is now in the multiplayer map, but it was made for single player, so a few dependencies have
    to be updated. Locate the flak_cannon.weap again, using either tag class or file path view. The path is
    still objectsweaponssupport_highflak_cannonflak_cannon.weap, even in lockout. This time, Double Click
    the tag to open it for editing with it's IFP. When a tag is open for editing, you will see tabs at the
    bottom of the tag editing half of the program.
    The first player models (FP Models) need to be updated. These are dependencies, stored within a reflexive.
    This particular reflexive is only visible in "Dev Mode" (visibility is set to false in the .ifp).
    When you open the tag with the IFP "weap" Plugin, a list of reflexives will appear, but not FP Model,
    which is what we need. At the top of the plugin area, there is a label which says "Edit Mode",
    click on it to switch to "Dev Mode".
    Dev Mode allows the user to edit a lot more data, but most of it is unknown. Select the "FP Model"
    reflexive, and a combo box will appear. The combo box allows you to select which chunk of a reflexive you want to edit.
    The FP Model reflexive will have 2 chunks. Chunk 0 contains the FP Model and Animation information for Masterchief.
    Chunk 1 contains the FP Model and Animation for an Elite. Select chunk 0 first (it should be selected by default).
    If the model says "Nulled Out", double click to change it. The drop down list will contain all available models in the map,
    the new models we're looking for will be at the very bottom of the list.
    Change the model in chunk 0 to objectsweaponssupport_highflak_cannonflak_cannon.mode. Change the Animation
    to objectscharactersmasterchieffpweaponssupport_highfp_flak_cannonfp_flak_ca
    nnon.jmad. It is important
    that the reflexive chunk 0 contains the animation which says masterchief in the path, and chunk 1 contains the
    animation which says dervish in the path (the dervish model is the arbiter, but shares nearly all animations with elite_mp).
    Once chunk 0 and chunk 1 both contain their appropriate models & animations, close this tag.

    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.
    The easiest way to do this is to open an [itmc] tag and change the dependency to the new
    flak_cannon.weap. I like to swap it with the shotgun. Locate and open the multiplayersingle_weaponsshotgun.itmc tag
    by Double Clicking on it. Select the Item Permutations reflexive. Select the visible dependencies option.
    Change the dependency to the objectsweaponssupport_highflak_cannonflak_cannon.weap tag. This will change
    anywhere that there was a shotgun in the map into the flak_cannon (there's only 1 in lockout). Changing the Magnum's
    itmc dependency to the flak_cannon would result in all 3 magnums in the level becoming flak_cannons.

    Step 6-Fix Encryption
    The last step is to fix the encryption on the map. This just requires selecting "Fix Map Encryption" from the Map Options menu. After that, close the map, and FTP it over to the xbox. Your flak_cannon will be ready and waiting.