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ODST in MP


nielsss

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Note: The ODST does not have animations for Dual Wielding!

 

Step 1- Open Maps

First, open Insolence. Now, open the multiplayer map in which you would like to play as an ODST.

Also open any campaign map in which you encounter ODSTs. For this tutorial I will use beavercreek.map

and 05a_deltaaproach.map.

 

Step 2- Drag & Drop

To bring the ODST into the multiplayer map, you only need to click and drag only one thing over,

and that is the HLMT tag.

Navigate to objectscharactersmarinemarine, left click once to select it, and then left click

again on the tag and drag and drop it into beavercreek.map's tag-list window.

 

Step 3- MoveBox

Each time you drag & drop a tag, 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", but in this case it

will be moving the sounds (that donsn't work), and it may seem like it froze.. It didn't, it just

has to do a lot of file reading & writing, so let it be. When the move is done, the box will go away.

 

Step 4- Closing Unneeded Maps

Now that you have copied the tags from the single-player map to the multiplayer map, you can close

the single-player map (05a_deltaaproach.map) as you will not be needing it anymore.

 

Step 5- Swap Masterchief's Object Properties

Once all of the tags are in your multiplayer map, you do not need the campaign map anymore.

Locate the masterchief_mp.bipd tag in your MP map, and double click the tag to open it.

It should open with the IFP plugin to edit it. Under "Show", click on "visible dependencies".

Find the Object Properties (hlmt) dependency; it should be on the top. Double click on its ID

box and bring up the drop box. Scroll to the very bottom of the drop box and select

"objectscharactersmarinemarine". Click somewhere in the empty area of the plugin to finalize the change.

Close the masterchief_mp.bipd tag.

 

Step 6- Setting the Permutation

Navigate to the hlmt tag for objectscharactersmarinemarine, and double click the tag to open it.

Once it's open, click on the text that says "Edit Mode". When you click it, it should switch to

"Dev Mode". What we are going to do now is set the model and sound dependencies by

changing a string and all udlg dependencies to "sounddialogcombatmasterchief".

Now you click on the blue "all dependencies" text. Change the yyyy Tag Type to udlg,

and change its dependency from ''Nulled Out'' to ''sounddialogcombatmasterchief''.

Now click the blue Variation reflexive. At the dropdown box, click on the down arrow and

choose the next chunk (chunk 1). Now click on All Dependencies in the Variations section,

and change "sounddialogcombatmarine_perez" to "sounddialogcombatmasterchief".

At the dropdown box, click on the down arrow and choose the next chunk (chunk 2).

Click "all dependencies" again and change the udlg dependency from "sounddialogcombatmarine_aussie" to

"sounddialogcombatmasterchief". Navigate to the next chunk (chunk 3) and click "all dependencies",

and change "sounddialogcombatmarine_timid" to "sounddialogcombatmasterchief" and do the same for

the next chunk (chunk 4), go to chunk 4's "all dependencies" and change "sounddialogcombatmarine_cross"

to "sounddialogcombatmasterchief", go to chunk 5, (THIS IS VERY IMPORTANT!!) but BEFORE clicking

"all dependencies", double click the value "odst_cky", and type in or scroll to "default" and then go to itÃ?Æ?Ã?¢Ã?¢ââ?¬Å¡Ã?¬Ã?¢ââ?¬Å¾Ã?¢s

All Dependencies, and change "sounddialogcombatmarine_aussie" to "sounddialogcombatmasterchief",

go to chunk 6's ''all dependencies" and change ''sounddialogcombatsgt_gruff''

to Ã?Æ?Ã?¢Ã?¢ââ?¬Å¡Ã?¬Ã?â?¦Ã¢â?¬Å?sounddialogcombatmasterchiefÃ?Æ?Ã?¢Ã?¢ââ?¬Å¡Ã?¬??, go to chunk 7's dependencies and

change Ã?Æ?Ã?¢Ã?¢ââ?¬Å¡Ã?¬Ã?â?¦Ã¢â?¬Å?sounddialogcombatsgt_cautiousÃ?Æ?Ã?¢Ã?¢ââ?¬Å¡Ã?¬?? to Ã?Æ?Ã?¢Ã?¢ââ?¬Å¡Ã?¬Ã?â?¦Ã¢â?¬Å?sounddialogcombatmasterchiefÃ?Æ?Ã?¢Ã?¢ââ?¬Å¡Ã?¬??, and

by now youÃ?Æ?Ã?¢Ã?¢ââ?¬Å¡Ã?¬Ã?¢ââ?¬Å¾Ã?¢ve probably realized that weÃ?Æ?Ã?¢Ã?¢ââ?¬Å¡Ã?¬Ã?¢ââ?¬Å¾Ã?¢re switching all of the udlg references to the MasterchiefÃ?Æ?Ã?¢Ã?¢ââ?¬Å¡Ã?¬Ã?¢ââ?¬Å¾Ã?¢s, so

do the same with the rest of the chunks (all the way up to, and including Chunk 13). Once complete,

move on to the next step.

 

Step 7- Fixing the Shield and Health

Still in the HLMT tag, on the far left of the IFP plugin, click on Ã?Æ?Ã?¢Ã?¢ââ?¬Å¡Ã?¬Ã?â?¦Ã¢â?¬Å?All ValuesÃ?Æ?Ã?¢Ã?¢ââ?¬Å¡Ã?¬??, and

change the following values (in order of appearance):

6 to 5

4.5 to 2.8

2 to 1.8

 

Now, in the far left, below Variation, you should see a reflexive named Unknown 2, click that,

and change the following values (in order of appearance):

100 to 45

4 to 10

2 to 5

0.25 to 1

0 to 70

to energy_shield_thin_hum_masterchief

[the second 0 below the stringid] to 5

[the third 0 below the stringid] to 2

0.5 to 0.2

 

Step 8- Fixing the Shaders and Effects

In the plugin section for Unknown 2, click "all dependencies". Change the first Nulled Out shad dependency to

"objectscharactersmasterchiefshadersmasterchief_plasma_shield_change_color_fp".

Change the second Nulled Out shad dependency to

"objectscharactersmasterchiefshadersmasterchief_plasma_shield_change_color".

Leave the first Nulled Out effe as it is.

Change the second Nulled Out effe to "effectsobjectscharactersmasterchiefmasterchief_shield_depletion".

Change the last Nulled Out effe to "effectsobjectscharactersmasterchiefshield_recharge".

Change the next Nulled Out shad dependency to "objectscharactersmasterchiefshadersmaterchief_overshield_fp",

and change the remaining one to Ã?Æ?Ã?¢Ã?¢ââ?¬Å¡Ã?¬Ã?â?¦Ã¢â?¬Å?objects objectscharactersmasterchiefshadersmaterchief_overshield".

In the far left of the plugin part of the marine.hlmt tag, under "Show", click "all dependencies",

and replace the first Nulled Out shad dependency with "objectscharactersmasterchiefshadersactive_camo".

Close the tag.

 

Step 9- Fix Encryption

Select "Fix Map Encryption" from the Map Options menu, close the map, close Insolence and FTP it up to the Xbox.

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