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Maydelcore

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Hunter character mod goes wrong.

26 posts in this topic

Ok, so I tried to replace my Spartan with a Hunter in Forge World.

It was fine but:

 

1. The melee attack is glitchy (it works, but he doesn't move forward).

2. When viewed in 3rd person, the Hunter's back defense is missing.

3. Also in third person, the weapon I'm holding can be seen between his legs.

4. I can't use the Hunter's fuel rod cannon.

 

What am I doing wrong?

To begin with, I replaced the hmlt in the Spartan's biped to load the Hunter.

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To begin with, I replaced the hmlt in the Spartan's biped to load the Hunter.

swap the bipd tag in matg under "player representation"

 

1. The melee attack is glitchy (it works, but he doesn't move forward).

May be because of weapons, other than that it is normal for that to happen

 

2. When viewed in 3rd person, the Hunter's back defense is missing.

Null the pmcg reference in matg

 

3. Also in third person, the weapon I'm holding can be seen between his legs.

That's due to the markers, the hunter cannon will work fine

 

4. I can't use the Hunter's fuel rod cannon.

the flags in the weapon tag probably have "cannot be picked up" and "cannot b used by player" (or something similar), untick them.

 

What am I doing wrong?

Nothing, but you were only half way there. ;)

Edited by forerunner569

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swap the bipd tag in matg under "player representation"

 

May be because of weapons, other than that it is normal for that to happen

 

Null the pmcg reference in matg

 

That's due to the markers, the hunter cannon will work fine

 

the flags in the weapon tag probably have "cannot be picked up" and "cannot b used by player" (or something similar), untick them.

 

Nothing, but you were only half way there. ;)

 

Ok, do I change the Spartan's hlmt back to "Spartan"?

Or should I keep it as the "Hunter"?

 

EDIT: Nevermind, made it. And the melee is good if you press B at least 2 times.

But I can't sill get the Hunter's gun to load with the Hunter.

How do I make it spawn?

Edited by Alejandro MiddleCorn

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Ok, do I change the Spartan's hlmt back to "Spartan"?

Or should I keep it as the "Hunter"?

if you're using the Spartan then yes, if not don't worry about it

EDIT: Nevermind, made it. And the melee is good if you press B at least 2 times.

But I can't sill get the Hunter's gun to load with the Hunter.

How do I make it spawn?

 try spawning it with forge through scnr. you could set the player starting loadout (in scnr) to have the hunter cannon

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if you're using the Spartan then yes, if not don't worry about it

 try spawning it with forge through scnr. you could set the player starting loadout (in scnr) to have the hunter cannon

Through the Player Starting Profile block?

Wouldn't this affect the Elites too?

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Through the Player Starting Profile block?

Wouldn't this affect the Elites too?

yes and yes, these are the weapons you get if you select "map default" in mainmenu.

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yes and yes, these are the weapons you get if you select "map default" in mainmenu.

Ok, let me guess how this will be done (I'm so N00B, I know :P)

I modify the primary weapon to make it be the Hunter's cannon,

Then in the Forge/Multiplayer options I just change the Primary Weapon to "Map Default".

Multiplayer has the known Loadouts, so if the Elite loadouts don't have this "Map Default" weapon, they won't have the Hunter cannon.

I'll try that out and see what happens.

Edited by Alejandro MiddleCorn

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After 2 tries, the cannon didn't spawn.

I can still melee though.

Go into another weapons tag and copy the address for "multi player options" (or similar) and then go to the Hunter cannon and set the count to 1 and paste the address in.

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Wait a second, you swapped the hlmt, not the mode... Actually the hlmt isnt the model, the mode is... so swap the mode as well

That's the bad way to do it. He has now swapped the bipd tag in matg

Edit: if you swap the mode it would crash as the phmo coll impo and jmad wouldn't match up

Edited by forerunner569

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That's the bad way to do it. He has now swapped the bipd tag in matg

Edit: if you swap the mode it would crash as the phmo coll impo and jmad wouldn't match up

Oh yeah true

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Go into another weapons tag and copy the address for "multi player options" (or similar) and then go to the Hunter cannon and set the count to 1 and paste the address in.

 

I don't get it. Are you talking about "Multiplayer Object Properties"?

 

BTW, I've also added some Hunter AI to the same map, but those Hunters can use their weapon.

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I don't get it. Are you talking about "Multiplayer Object Properties"?

 

BTW, I've also added some Hunter AI to the same map, but those Hunters can use their weapon.

Try "Show Invisibles".

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1. Might be an injection thing where the animations are now out of order.

2. Because it's trying to apply your play customization, have to null the pmcg reference in matg. (which will also make all elite players use default armor btw)

3. That's because the hunter lacks the relevant markers because they didn't intend for it to be player controlled, also because the Hunter normally only uses its own weapon.

4. It is tricky to set up in multiplayer. scnr profiles wont work, you might be able to add it to the motl tag and then you can put it into the map default via matg's traits.

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1. Might be an injection thing where the animations are now out of order.

2. Because it's trying to apply your play customization, have to null the pmcg reference in matg. (which will also make all elite players use default armor btw)

3. That's because the hunter lacks the relevant markers because they didn't intend for it to be player controlled, also because the Hunter normally only uses its own weapon.

4. It is tricky to set up in multiplayer. scnr profiles wont work, you might be able to add it to the motl tag and then you can put it into the map default via matg's traits.

 

I already got it working thanks to forerunner569.

The only thing I still cannot get to work is the fuel rod cannon.

I know I can use a regular Fuel Rod Gun to simulate the Hunter's weapon. But the gun appears between the legs of the Hunter and the projectile is shot by said gun instead of the Hunter's cannon.

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I already got it working thanks to forerunner569.

The only thing I still cannot get to work is the fuel rod cannon.

I know I can use a regular Fuel Rod Gun to simulate the Hunter's weapon. But the gun appears between the legs of the Hunter and the projectile is shot by said gun instead of the Hunter's cannon.

the flags in the weapon tag probably have "cannot be picked up" and "cannot b used by player" (or something similar), untick them. Search for Weapon in the weap tag and you should see 2 bitfields, that's where these flags will be, once you until them you should be able to use it.

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the flags in the weapon tag probably have "cannot be picked up" and "cannot b used by player" (or something similar), untick them. Search for Weapon in the weap tag and you should see 2 bitfields, that's where these flags will be, once you until them you should be able to use it.

They are already unchecked.

Actually, they were unchecked by default.

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spawn it with the forge menu and you should be able to pick it up. if it won't spawn, do the "multiplayer object properties" thing I said earlier

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spawn it with the forge menu and you should be able to pick it up. if it won't spawn, do the "multiplayer object properties" thing I said earlier

 

Ok, so I made the gun have the properties of the Spartan Laser (1st try), and the Rocket Launcher (2nd try).

I added it to the "Covenant Weapons" menu as "Fuel Rod Gun, Hunter".

Attempting to spawn the gun will cause the game to freeze.

 

EDIT: This is what I have.

-link removed, no warez

 

Also, there is Hunter AI injected as well.

Edited by Lord Zedd
removed link

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Ok, so I made the gun have the properties of the Spartan Laser (1st try), and the Rocket Launcher (2nd try).

I added it to the "Covenant Weapons" menu as "Fuel Rod Gun, Hunter".

Attempting to spawn the gun will cause the game to freeze.

 

EDIT: This is what I have.

-link removed from quote

 

Also, there is Hunter AI injected as well.

just downloading, however you need to remove the link (warez) as a .map is technically a game asset

right, if its not a broken shader, you will need to spawn with the weapon. if you go into [MOTL] and find the fuel rod gun stringID (in the first block) ad change the tag from the regular fuel rod to the hunter cannon, you will be able to spawn with it by selecting the fuel rod gun in the mainmenu.

Edited by forerunner569

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just downloading, however you need to remove the link (warez) as a .map is technically a game asset

right, if its not a broken shader, you will need to spawn with the weapon. if you go into [MOTL] and find the fuel rod gun stringID (in the first block) ad change the tag from the regular fuel rod to the hunter cannon, you will be able to spawn with it by selecting the fuel rod gun in the mainmenu.

 

This is how I have it now:

 

rFSDPFR.png?1

 

I just changed the flak_cannon (Fuel Rod Gun) to the Hunter cannon.

Am I right?

 

EDIT: It worked now.

Sadly, after doing this, when I try to melee the Hunter will just twitch.

 

Is there a way to fix this without the need of picking up another weapon?

For Machinima this can be fixed by using the Mythic Slayer gametypes (have to test yet), but that's impossible for Firefight, and I want to do this for Firefight too (because it has good AI to fight with).

Edited by Alejandro MiddleCorn

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, you're trying to do this mod in multiplayer.

 

If you want to play as a hunter with the proper melee animations and a working hunter fuel rod cannon, you might wanna consider doing it in campaign or firefight instead. It obviously works better in campaign/firefight where you would normally see them.

 

In multiplayer on the other hand, like you did, you had to inject the hunter character into a multiplayer map, which as you know still does not work properly, and that's why you are having issues with the hunter when you tested it in the game.

 

Hope this helps you.

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