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andrew2695
Messages : 5 Inscrit(e) le: 05/03/2009
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Posté le 10/07/2009 21:11 | | [Question] Comment voler |
Sallut Gaigher j'aimerais savoir comment on fais pour voler dans les air avec halo trial je sait que ses ak halo mapping tool mais je sait pas ou merci d'avance !!
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GAIGHER
Administrator
Messages : 486 Inscrit(e) le: 01/04/2007
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Posté le 10/07/2009 21:13 | | RE : Comment voler dans halo trial !! |
Oui avec Halo Map Tools
Ouvre un bloc-note et colle ce code dedans:
Citation :
<plugin> <tag>bipd</tag> <struct> <name>Main</name> <size>0</size>
<value> <type>bitmask32</type> <offset>0x17C</offset> <name>Flags</name> <bitmask> <bit> 32 </bit> <name>Circular Aiming</name> </bitmask> <bitmask> <bit> 31 </bit> <name>Destroyed After Dying</name> </bitmask> <bitmask> <bit> 30 </bit> <name>Half-Speed Interpolation</name> </bitmask> <bitmask> <bit> 29 </bit> <name>Fires From Camera</name> </bitmask> <bitmask> <bit> 28 </bit> <name>Entrance Inside Bounding Sphere</name> </bitmask> <bitmask> <bit> 27 </bit> <name>Unused</name> </bitmask> <bitmask> <bit> 26 </bit> <name>Causes Passenger Dialogue</name> </bitmask> <bitmask> <bit> 25 </bit> <name>Resists Pings</name> </bitmask> <bitmask> <bit> 24 </bit> <name>Melee Attack is Fatal</name> </bitmask> <bitmask> <bit> 23 </bit> <name>Dont Reface During Pings</name> </bitmask> <bitmask> <bit> 22 </bit> <name>Has no Aiming</name> </bitmask> <bitmask> <bit> 21 </bit> <name>Simple Creature</name> </bitmask> <bitmask> <bit> 20 </bit> <name>Impact Melee Attaches to Unit</name> </bitmask> <bitmask> <bit> 19 </bit> <name>Impact Melee Dieson Shields</name> </bitmask> <bitmask> <bit> 18 </bit> <name>Cannot Open Doors Automaticly</name> </bitmask> <bitmask> <bit> 17 </bit> <name>Melee Attackers Cannot Attach</name> </bitmask> <bitmask> <bit> 16 </bit> <name>Not Instantly Killed by Melee</name> </bitmask> <bitmask> <bit> 15 </bit> <name>Shield Sapping</name> </bitmask> <bitmask> <bit> 14 </bit> <name>Runs Around Flaming</name> </bitmask> <bitmask> <bit> 13 </bit> <name>Inconsequential</name> </bitmask> <bitmask> <bit> 12 </bit> <name>Special Cinematic Unit</name> </bitmask> <bitmask> <bit> 11 </bit> <name>Ignored by Autoaiming</name> </bitmask> <bitmask> <bit> 10 </bit> <name>Intergrated Light cntrls Weapon</name> </bitmask> <bitmask> <bit> 9 </bit> <name>Intergrated Light Lasts Forever</name> </bitmask> </value> <value> <type>id16</type> <offset>0x180</offset> <name>Default Team</name> <option> <value>00</value> <name>None</name> </option> <option> <value>01</value> <name>Player</name> </option> <option> <value>02</value> <name>Human</name> </option> <option> <value>03</value> <name>Covenant</name> </option> <option> <value>04</value> <name>Flood</name> </option> <option> <value>05</value> <name>Sentinel</name> </option> </value>
<value> <type>float</type> <offset>0x1A0</offset> <name>Camera Field of View</name> </value>
<value> <type>bitmask32</type> <offset>0x2F4</offset> <name>More Flags</name> <bitmask> <bit>32</bit> <name>Turns Without Animating</name> </bitmask> <bitmask> <bit>31</bit> <name>Uses Player Physics</name> </bitmask> <bitmask> <bit>30</bit> <name>Flying</name> </bitmask> <bitmask> <bit>29</bit> <name>Physics Pill Centered at Origin</name> </bitmask> <bitmask> <bit>28</bit> <name>Spherical</name> </bitmask> <bitmask> <bit>27</bit> <name>Passes Through Other Bipeds</name> </bitmask> <bitmask> <bit>26</bit> <name>Can Climb any Surface</name> </bitmask> <bitmask> <bit>25</bit> <name>Immune to Falling Damage</name> </bitmask> <bitmask> <bit>24</bit> <name>Rotate While Airborne</name> </bitmask> <bitmask> <bit>23</bit> <name>Uses Limp Body Physics</name> </bitmask> <bitmask> <bit>22</bit> <name>Has no Dying Airbourne</name> </bitmask> <bitmask> <bit>21</bit> <name>Random Speed Increase</name> </bitmask> <bitmask> <bit>20</bit> <name>Uses NTSC Player Physics</name> </bitmask> </value> <value> <type>bitmask32</type> <offset></offset> <name></name> <bitmask> <bit></bit> <name>Flying</name> </bitmask> </value> <value> <type>float</type> <offset>0x328</offset> <name>Bank Angle</name> </value> <value> <type>float</type> <offset>0x32C</offset> <name>Bank Apply Time</name> </value> <value> <type>float</type> <offset>0x330</offset> <name>Bank Decay Time</name> </value> <value> <type>float</type> <offset>0x334</offset> <name>Pitch Ratio</name> </value> <value> <type>float</type> <offset>0x338</offset> <name>Max Velocity</name> </value> <value> <type>float</type> <offset>0x33C</offset> <name>Acceleration</name> </value> <value> <type>float</type> <offset>0x340</offset> <name>Deceleration</name> </value> <value> <type>float</type> <offset>0x344</offset> <name>Angular Velocity Max</name> </value> <value> <type>float</type> <offset>0x348</offset> <name>Angular Acceleration Max</name> </value> <value> <type>float</type> <offset>0x34C</offset> <name>Crouch Velocity Modifier</name> </value> <value> <type>bitmask32</type> <offset></offset> <name></name> <bitmask> <bit></bit> <name>Camera, Collision, Autoaim</name> </bitmask> </value> <value> <type>float</type> <offset>0x400</offset> <name>Standing Camera Height</name> </value> <value> <type>float</type> <offset>0x404</offset> <name>Crouching Camera Height</name> </value> <value> <type>float</type> <offset>0x408</offset> <name>Crouch Transition Time</name> </value> <value> <type>float</type> <offset>0x424</offset> <name>Standing Collision Height</name> </value> <value> <type>float</type> <offset>0x428</offset> <name>Crouching Collision Height</name> </value> <value> <type>float</type> <offset>0x42C</offset> <name>Collision Radius</name> </value> <value> <type>float</type> <offset>0x458</offset> <name>Autoaim Width</name> </value>
<value> <type>bitmask32</type> <offset></offset> <name></name> <bitmask> <bit> </bit> <name>Jumping and Landing</name> </bitmask> </value> <value> <type>float</type> <offset>0x3B4</offset> <name>Jump Velocity</name> </value> <value> <type>float</type> <offset>0x3D4</offset> <name>Max Soft Landing Time</name> </value> <value> <type>float</type> <offset>0x3D8</offset> <name>Max Hard Landing Velocity</name> </value> <value> <type>float</type> <offset>0x3DC</offset> <name>Min Soft Landing Velocity</name> </value>
</struct> </plugin>
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Nome le "bipd.xml", et met le dans "plugins" (le fichier quil y à côté de hmt.exe). Lance ta map avec HMT. Va à la ligne "[bipd] Biped (2 items)", tu y verra "characters/cyborg/cyborg" et "characters/cyborg_mp/cyborg_mp". Clique sur l'un d'eux, une fenétre se lance à côté (Tag Editor). Trouve "More Flags" et coche les cases "Flying" et remplace les 0 par des 10. Fait le aussi à l'autre cyborg et "Save" la map.
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GAIGHER
Administrator
Messages : 486 Inscrit(e) le: 01/04/2007
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Posté le 13/07/2009 14:30 | | RE : [Question] Comment voler |
Pour Halo CE ! Il suffit d’ouvrir un .biped avec guerilla, d'aller à "$$$ BIPED $$$". De valider la case "flying" et dans le bloc "flying" mettre des valeurs de déplacement.
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Bencici
Messages : 11 Inscrit(e) le: 06/12/2008
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Posté le 18/07/2009 15:45 | | RE : [Question] Comment voler |
Comment aller moins vite ?
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Autre Pseudo: GoldSpartan Mon Jeu préféré: Halo Ma Map préféré: Bloodgulch et Paradis Perdu + Autres Maps de GAIGHER Mon arme préféré: Sniper et Famas Mon véhicule préféré: Hog et Wraith
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GAIGHER
Administrator
Messages : 486 Inscrit(e) le: 01/04/2007
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Posté le 18/07/2009 16:19 | | RE : [Question] Comment voler |
Pour aller moins vite remplaces tes 10 pas des nombres moins élevé. J'ai mit 10 pour l’exemple...
Voici la configuration de la sentinel: bank angle 35 bank apply time 0.3 bank decay time 0.75 pitch ratio 0.5 max velocity 2.25 max sidestep velocity 1.8 acceleration 0.06 deceleratin 0.12 angular velocity maximum 180 angular acceleration acceleration 360 crouch velocity modifier 1
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