Auteur | Message |
Thomas 122
Messages : 15 Inscrit(e) le: 07/08/2009
|
Posté le 10/08/2009 23:33 | | [Question] Ennemies Invisibiliter |
comment fait on pour mettre les ennemies invisible avec HMT ?
|
|
Revenir en haut |   |
GAIGHER
Administrator


Messages : 486 Inscrit(e) le: 01/04/2007
|
Posté le 11/08/2009 08:04 | | RE : Invisibiliter |
Copy se code
Citation :
<plugin> <tag>actv</tag> <struct> <name>Main</name> <size>0</size> <value> <type>bitmask32</type> <offset>0x00</offset> <name>Flags</name> <bitmask> <bit>32</bit> <name>Can Shoot While Flying</name> </bitmask> <bitmask> <bit>31</bit> <name>Interpolate Colour in HSV</name> </bitmask> <bitmask> <bit>30</bit> <name>Has Unlimited Gernades</name> </bitmask> <bitmask> <bit>29</bit> <name>Moveswitch Stay w/ Freinds</name> </bitmask> <bitmask> <bit>28</bit> <name>Active Camo</name> </bitmask> <bitmask> <bit>27</bit> <name>Super Active Camo</name> </bitmask> <bitmask> <bit>26</bit> <name>Cannot Used Ranged Weapons</name> </bitmask> <bitmask> <bit>25</bit> <name>Prefer Passenger Seat</name> </bitmask> </value> <value> <type>bitmask32</type> <offset>0x06</offset> <name></name> <bitmask> <bit> </bit> <name>Movement Switching</name> </bitmask> </value> <value> <type>id16</type> <offset>0x4C</offset> <name>Movement Type</name> <option> <value>00</value> <name>Always Run</name> </option> <option> <value>01</value> <name>Always Crouch</name> </option> <option> <value>02</value> <name>Switch Type</name> </option> </value> <value> <type>float</type> <offset>0x50</offset> <name>Initial Crouch Chance</name> </value> <value> <type>float</type> <offset>0x54</offset> <name>Crouch Time</name> </value> <value> <type>float</type> <offset>0x58</offset> <name>Crouch Time - To</name> </value> <value> <type>float</type> <offset>0x5C</offset> <name>Run Time</name> </value> <value> <type>float</type> <offset>0x60</offset> <name>Run Time - To</name> </value> <value> <type>bitmask32</type> <offset>0x06</offset> <name></name> <bitmask> <bit> </bit> <name>Ranged Combat</name> </bitmask> </value> <value> <type>float</type> <offset>0x74</offset> <name>Max Firing Distance</name> </value> <value> <type>float</type> <offset>0x78</offset> <name>Rate of Fire</name> </value> <value> <type>float</type> <offset>0x7C</offset> <name>Projectile Error</name> </value> <value> <type>float</type> <offset>0x80</offset> <name>First Burst Delay Time</name> </value> <value> <type>float</type> <offset>0x84</offset> <name>First Burst Delay Time - To</name> </value> <value> <type>float</type> <offset>0x88</offset> <name>New-Target Firing Pattern Time</name> </value> <value> <type>float</type> <offset>0x8C</offset> <name>Surprise Delay Time </name> </value> <value> <type>float</type> <offset>0x90</offset> <name>Surprise Fire-Wildly Time</name> </value> <value> <type>float</type> <offset>0x94</offset> <name>Surprise Fire-Wildly Chance</name> </value> <value> <type>float</type> <offset>0x98</offset> <name>Death Fire-Wildly Time</name> </value> <value> <type>float</type> <offset>0x9C</offset> <name>Desired Combat Range</name> </value> <value> <type>float</type> <offset>0xA0</offset> <name>Desired Combat Range - To</name> </value> <value> <type>float</type> <offset>0xBC</offset> <name>Target Tracking</name> </value> <value> <type>float</type> <offset>0xC0</offset> <name>Target Leading</name> </value> <value> <type>float</type> <offset>0xC4</offset> <name>Weapon Damage Modifier</name> </value> <value> <type>float</type> <offset>0xC8</offset> <name>Damage Per Second</name> </value> <value> <type>bitmask32</type> <offset>0x06</offset> <name></name> <bitmask> <bit> </bit> <name>Busrt Geometry</name> </bitmask> </value> <value> <type>float</type> <offset>0xCC</offset> <name>Busrt Origin Radius</name> </value> <value> <type>float</type> <offset>0xD0</offset> <name>Busrt Origin Angle</name> </value> <value> <type>float</type> <offset>0xD4</offset> <name>Busrt Return Length</name> </value> <value> <type>float</type> <offset>0xD8</offset> <name>Busrt Return Length - To</name> </value> <value> <type>float</type> <offset>0xDC</offset> <name>Busrt Return Angle</name> </value> <value> <type>float</type> <offset>0xE0</offset> <name>Brust Duration</name> </value> <value> <type>float</type> <offset>0xE4</offset> <name>Brust Duration - To</name> </value> <value> <type>float</type> <offset>0xE8</offset> <name>Brust Seperation</name> </value> <value> <type>float</type> <offset>0xEC</offset> <name>Brust Seperation - To</name> </value> <value> <type>float</type> <offset>0xF0</offset> <name>Brust Angular Modifier</name> </value> <value> <type>float</type> <offset>0xF4</offset> <name>Special Damage Modifier</name> </value> <value> <type>float</type> <offset>0xF8</offset> <name>Special Projectile Error</name> </value> <value> <type>bitmask32</type> <offset>0x06</offset> <name></name> <bitmask> <bit> </bit> <name>Firing Patterns</name> </bitmask> </value> <value> <type>float</type> <offset>0x100</offset> <name>New Target Burst Duration</name> </value> <value> <type>float</type> <offset>0x104</offset> <name>New Target Burst Separation</name> </value> <value> <type>float</type> <offset>0x108</offset> <name>New Target Rate of Fire</name> </value> <value> <type>float</type> <offset>0x10C</offset> <name>New Target Projectile Error</name> </value> <value> <type>float</type> <offset>0x110</offset> <name>Moving Burst Duration</name> </value> <value> <type>float</type> <offset>0x114</offset> <name>Moving Burst Separation</name> </value> <value> <type>float</type> <offset>0x118</offset> <name>Moving Rate of Fire</name> </value> <value> <type>float</type> <offset>0x11C</offset> <name>Moving Projectile Error</name> </value> <value> <type>float</type> <offset>0x120</offset> <name>Berserk Burst Duration</name> </value> <value> <type>float</type> <offset>0x124</offset> <name>Berserk Burst Separation</name> </value> <value> <type>float</type> <offset>0x128</offset> <name>Berserk Rate of Fire</name> </value> <value> <type>float</type> <offset>0x12C</offset> <name>Berserk Projectile Error</name> </value> <value> <type>bitmask32</type> <offset>0x06</offset> <name></name> <bitmask> <bit> </bit> <name>Special-Case Firing Properties</name> </bitmask> </value> <value> <type>float</type> <offset>0x144</offset> <name>Super-Ballistic Range</name> </value> <value> <type>float</type> <offset>0x148</offset> <name>Bombardment Range</name> </value> <value> <type>float</type> <offset>0x14C</offset> <name>Modified Vision Range</name> </value> <value> <type>id16</type> <offset>0x150</offset> <name>Special Fire Mode</name> <option> <value>00</value> <name>None</name> </option> <option> <value>01</value> <name>Overcharge</name> </option> <option> <value>02</value> <name>Secondary Fire</name> </option> </value> <value> <type>id16</type> <offset>0x154</offset> <name>Special Fire Situation</name> <option> <value>00</value> <name>Never</name> </option> <option> <value>01</value> <name>Enemy Visible</name> </option> <option> <value>02</value> <name>Enemy Out of Sight</name> </option> <option> <value>03</value> <name>Strafing</name> </option> </value> <value> <type>float</type> <offset>0x158</offset> <name>Special-Fire Chance</name> </value> <value> <type>float</type> <offset>0x15C</offset> <name>Special-Fire Delay</name> </value> <value> <type>bitmask32</type> <offset>0x06</offset> <name></name> <bitmask> <bit> </bit> <name>Berserking and Melee</name> </bitmask> </value> <value> <type>float</type> <offset>0x160</offset> <name>Melee Range</name> </value> <value> <type>float</type> <offset>0x164</offset> <name>Melee Abort Range</name> </value> <value> <type>float</type> <offset>0x168</offset> <name>Berserk Firing Ranges</name> </value> <value> <type>float</type> <offset>0x16C</offset> <name>Berserk Firing Ranges - To</name> </value> <value> <type>float</type> <offset>0x170</offset> <name>Berserk Melee Range</name> </value> <value> <type>float</type> <offset>0x174</offset> <name>Berserk Melee Abort Range</name> </value> <value> <type>bitmask32</type> <offset>0x06</offset> <name></name> <bitmask> <bit> </bit> <name>Grenades</name> </bitmask> </value> <value> <type>id16</type> <offset>0x180</offset> <name>Gernade Type</name> <option> <value>00</value> <name>Human Fragmentation</name> </option> <option> <value>01</value> <name>Covenant Plasma</name> </option> </value> <value> <type>id16</type> <offset>0x182</offset> <name>Trajectory Type</name> <option> <value>00</value> <name>Toss</name> </option> <option> <value>01</value> <name>Lob</name> </option> <option> <value>02</value> <name>Bounce</name> </option> </value> <value> <type>id16</type> <offset>0x184</offset> <name>Grenade Stimulus</name> <option> <value>00</value> <name>Never</name> </option> <option> <value>01</value> <name>Visible Target</name> </option> <option> <value>02</value> <name>Seek Cover</name> </option> </value> <value> <type>short</type> <offset>0x186</offset> <name>Min Enemy Count</name> </value> <value> <type>float</type> <offset>0x188</offset> <name>Enemy Radius</name> </value> <value> <type>float</type> <offset>0x18C</offset> <name>Grenade Velocity</name> </value> <value> <type>float</type> <offset>0x190</offset> <name>Grenade Ranges</name> </value> <value> <type>float</type> <offset>0x194</offset> <name>Grenade Ranges - To</name> </value> <value> <type>float</type> <offset>0x198</offset> <name>Collateral Damage Radius</name> </value> <value> <type>float</type> <offset>0x19C</offset> <name>Grenade Chance</name> </value> <value> <type>float</type> <offset>0x1A0</offset> <name>Grenade Check Time</name> </value> <value> <type>float</type> <offset>0x1A4</offset> <name>Encounter Grenade Timeout</name> </value> <value> <type>bitmask32</type> <offset>0x06</offset> <name></name> <bitmask> <bit> </bit> <name>Items</name> </bitmask> </value> <value> <type>short</type> <offset>0x1D0</offset> <name>Grenade Count</name> </value> <value> <type>short</type> <offset>0x1D2</offset> <name>Grenade Count - To</name> </value> <value> <type>float</type> <offset>0x1D4</offset> <name>Dont Drop Grenades Chance</name> </value> <value> <type>float</type> <offset>0x1D8</offset> <name>Drop Weapon Loaded</name> </value> <value> <type>float</type> <offset>0x1DC</offset> <name>Drop Weapon Loaded - To</name> </value> <value> <type>short</type> <offset>0x1E0</offset> <name>Drop Weapon Ammo</name> </value> <value> <type>short</type> <offset>0x1E2</offset> <name>Drop Weapon Ammo - To</name> </value> <value> <type>bitmask32</type> <offset>0x06</offset> <name></name> <bitmask> <bit> </bit> <name>Unit</name> </bitmask> </value> <value> <type>float</type> <offset>0x200</offset> <name>Body Vitality</name> </value> <value> <type>float</type> <offset>0x204</offset> <name>Shield Vitality</name> </value> <value> <type>float</type> <offset>0x208</offset> <name>Shield Sapping Radius</name> </value> <value> <type>short</type> <offset>0x30C</offset> <name>Forced Shader Permutation</name> </value>
<value> <type>reflexive</type> <offset>0x22C</offset> <name>Change Colour</name> </value>
<struct> <name>Change Colour</name> <size>0x20</size>
<value> <type>float</type> <offset>0x00</offset> <name>Colour Lower Bound - r</name> </value> <value> <type>float</type> <offset>0x04</offset> <name>Colour Lower Bound - g</name> </value> <value> <type>float</type> <offset>0x08</offset> <name>Colour Lower Bound - b</name> </value> <value> <type>float</type> <offset>0x0C</offset> <name>Colour Upper Bound - r</name> </value> <value> <type>float</type> <offset>0x10</offset> <name>Colour Upper Bound - g</name> </value> <value> <type>float</type> <offset>0x14</offset> <name>Colour Upper Bound - b</name> </value>
</struct>
</struct> </plugin>
|
Colle le code dans un bloc-not 1. Enregistre dans "HMT.v3.5 > plugins" 2. Nomme le "actv.xml" 3. Enregistre

ouvre une map ou il y a des bot avec HMT va a "[actv] Actor Variant (xx items)" selectione ton bot , et a "Flags" valide la case "Active Camo" "Save" et quit HMT , va jouer
|
 |
|
Revenir en haut |   |
Thomas 122
Messages : 15 Inscrit(e) le: 07/08/2009
|
Posté le 11/08/2009 11:49 | | RE : Invisibiliter |
Merci
|
|
Revenir en haut |   |