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Author Topic: Teleports, You Can Move Em  (Read 128 times)

profhalo

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Teleports, You Can Move Em
« on: January 08, 2004, 07:55:00 AM »

Im thinking duplicating teleports might be a little trickier than you would think.

for instance:
teleport a goes to destination a
teleport b goes to destination b

Now you can duplicate "teleport a" all you want and they will all go to "destination a", but the problem arises when you duplicate the destinations, because now when you take "teleport a" the xbox wont know where to send you, so it will either send you to the original "destination a", or it will just lock up.

This is just my guess though, I havent tested this out at all.

profhalo
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xorange

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Teleports, You Can Move Em
« Reply #1 on: January 08, 2004, 01:07:00 PM »

QUOTE (profhalo @ Jan 8 2004, 05:55 PM)
Im thinking duplicating teleports might be a little trickier than you would think.

for instance:
teleport a goes to destination a
teleport b goes to destination b

Now you can duplicate "teleport a" all you want and they will all go to "destination a", but the problem arises when you duplicate the destinations, because now when you take "teleport a" the xbox wont know where to send you, so it will either send you to the original "destination a", or it will just lock up.

This is just my guess though, I havent tested this out at all.

profhalo

It's actually pretty easy. All the teleporters are numbered.

Here's what the scenario meta looks like for a teleporter origin:

026246E8 00000000 00000000 00000000 00000000 00000000
026246FC 00000000 00000000 00000000 00000000 00000000
02624710 00000000 00000000 00000000 00000000 00000000
02624724 00000000 00000000 00000000 00000000 00000000
02624738 00000000 00000000 00000000 00000000 00000000
0262474C 00000000 00000000 00000000 423A2042 00D5A5C2
02624760 344FE83F B6D6C9BF 06000100 636D7469 00000000
02624774 00000000 FFFFFFFF

...and here's what it looks like for the destination:

02626870 00000000 00000000 00000000 00000000 00000000
02626884 00000000 00000000 00000000 00000000 00000000
02626898 00000000 00000000 00000000 00000000 00000000
026268AC 00000000 00000000 00000000 00000000 00000000
026268C0 00000000 00000000 00000000 00000000 00000000
026268D4 00000000 00000000 00000000 7F2E2F42 5076FCC2
026268E8 07CA763E 5E8526BE 07000100 636D7469 00000000
026268FC 00000000 FFFFFFFF

Now, see the bold parts...the 0x01 is the number of the teleporter.

When duplicating this meta you just increment this number in each packet of data for each origin & destination you would like to add.
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Zero_Cool

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Teleports, You Can Move Em
« Reply #2 on: January 08, 2004, 07:02:00 PM »

hmmmmm, ok i copyed the teleporter code, compencated for size all correctly, but when i load it into spark edit im still not finding it, am i doing something wrong?
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Zero_Cool

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Teleports, You Can Move Em
« Reply #3 on: January 09, 2004, 09:43:00 PM »

ok, after a bit of carefully examining the code, i realized i had copied the wrong code for the destination, and was off on the spacing, but i fixed it, tested and to my suprise, IT WORKED! so after about 2 hours I now have a map with 8 teleporters on it, all functional. Im using scenery to identify some of them, you kinda just gotta know where to look, but its great, i love it, thankyou so much for helping me out with this!
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FunkmaztafoX

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Teleports, You Can Move Em
« Reply #4 on: January 09, 2004, 09:50:00 PM »

put it a a patch and let us have a look (if possible)
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Zero_Cool

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Teleports, You Can Move Em
« Reply #5 on: January 09, 2004, 10:22:00 PM »

now that just wouldnt be right to talk about this and not post a ppf now would it, the ppf is located about half way down the screen, theres also a map showing where all the teleporters go. Enjoy!
http://www.freewebs....ol563/mybox.htm
(dont forget to check out my stap mod 2)


---EDIT---
You have to goto the link and right click save target as then enter a name, sorry, i forgot to zip it, but this will do.
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Rahszhul

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Teleports, You Can Move Em
« Reply #6 on: January 10, 2004, 06:00:00 AM »

Decent work Zero Cool. I like 'em both.

One quick idea for your Stap Mod. Change the name from Warthog to Stap?

at offset 0x29CF2E4
change 570061007200740068006F006700
to 5300740061007000000000000000

Tested and works in HCE
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Zero_Cool

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Teleports, You Can Move Em
« Reply #7 on: January 10, 2004, 06:08:00 AM »

OH YEA!!!, i had totally blanked out on that, I was loving all the work mastertito was doing but i just didnt think to do that thanks!
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Zero_Cool

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Teleports, You Can Move Em
« Reply #8 on: January 10, 2004, 07:40:00 AM »

theres not? I must have been to busy looking at the teleporters to notice, ill take a look at it tonight, xorange, you have ne input as to y this may b?
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Rahszhul

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« Reply #9 on: January 10, 2004, 08:11:00 AM »

The weapons are there. I applied the teleporter patch to a clean BG cache, and no weapons were harmed. It's possible that he may have applied the patch to an already heavily modified chache .map.
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robenrange

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Teleports, You Can Move Em
« Reply #10 on: January 10, 2004, 01:56:00 PM »

what am i doing wrong ?? i cleared the cache files and then used hce .7 beta to try the 8 teleports patch. the patch works fine but still no weapons the snipe, pistol, rocket, shotguns and assualt rifle are not there.  I even used ppf studio to patch it and i still get no weapons?

What am i doing wrong. Can someone please post there .map file or something so i can get this fixed thanks guys
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FunkmaztafoX

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Teleports, You Can Move Em
« Reply #11 on: January 10, 2004, 04:49:00 PM »

The million dollar quesiton: Yes because it would make Halo1 refamous:

If you can do this (add things to maps), what's to stop you from adding objects in other maps, like bridges in SW, and teleports in HH?

Or does the object already have to be in the map?

*sigh* If only you could make more maps for halo...
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Zero_Cool

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Teleports, You Can Move Em
« Reply #12 on: January 10, 2004, 06:15:00 PM »

really Rahszhul, that is wierd on mine it didnt have weapons either, huh. well, as im looking at the weapons code i noticed it was a little bit off so i tryed changing that, no luck though, i dunno, xorange, you ever have this prob with scenery?
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penguin318

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Teleports, You Can Move Em
« Reply #13 on: January 10, 2004, 07:42:00 PM »

anyone else notice that the red and blue symbols located on the pillars of the bases are gone? nothing wrong with that just wounderin.


p.s. great work biggrin.gif
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Rahszhul

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Teleports, You Can Move Em
« Reply #14 on: January 10, 2004, 09:48:00 PM »

Hrmm... I'm going to claim temporary insanity...

Here, I'm thinking... "But I'm sitting on top of the cliff and -trying- to snipe at the other guy with a pistol."

Didn't even think for a second you guys were talking about weapons to pick up. So, after re-checking, yes the weapons that you don't start with are not there. (Said to ensure I remind myself, more than you.)

And yeah, blue and red markings are gone too, but that doesn't really matter.
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