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		<title>advance tutorials</title>
		<link>http://killionairemodz.darkbb.com/advance-tutorials-f4/-t1.htm</link>
		<description></description>
		<lastBuildDate>Fri, 07 Mar 2008 02:14:58 GMT</lastBuildDate>
		<ttl>10</ttl>
		<image>
			<title>advance tutorials</title>
			<url>http://illiweb.com/fa/empty.gif</url>
			<link>http://killionairemodz.darkbb.com/advance-tutorials-f4/-t1.htm</link>
		</image>
		<item>
			<title>Make 1080 auto aim</title>
			<link>http://killionairemodz.darkbb.com/advance-tutorials-f4/make-1080-auto-aim-t79.htm</link>
			<dc:creator>Ryan0810</dc:creator>
			<description>This is a tutorial that will teach you how to make the bullets go through the map.



These are the steps









1. Open The Wall Walker Program



2. Click On &quot;Open Map&quot; And Find Your Map By Searching Your PC







3. Click The Drop Down Arrow Next To &quot;Sbsp Number&quot; And Change It To &quot;0&quot;









4. Click &quot;No grenade/bullet coll&quot; And Make It Checked







5. Click &quot;Apply&quot;







Now You Are Done! Go And Show Off Your  ...</description>
			<category>advance tutorials</category>
			<pubDate>Fri, 07 Mar 2008 02:14:58 GMT</pubDate>
			<comments>http://killionairemodz.darkbb.com/advance-tutorials-f4/make-1080-auto-aim-t79.htm#84</comments>
			<guid>http://killionairemodz.darkbb.com/advance-tutorials-f4/make-1080-auto-aim-t79.htm</guid>
		</item>
		<item>
			<title>Banned Accounts into MM</title>
			<link>http://killionairemodz.darkbb.com/advance-tutorials-f4/banned-accounts-into-mm-t78.htm</link>
			<dc:creator>Ryan0810</dc:creator>
			<description>This method does work!! I my self have only managed to do it once.



What you will need:



- 1 banned account

- 1 unbanned account

- 2 xbox controllers

- Thats it!



Get a friend to create a party and then join that party with your unbanned account. Start to sign in your banned account in with a seccond controller. When your banned account is singing in tell your friend to start up the MM game, If you have done this correctly then you have managed to get a banned account into MM.  ...</description>
			<category>advance tutorials</category>
			<pubDate>Fri, 07 Mar 2008 02:09:15 GMT</pubDate>
			<comments>http://killionairemodz.darkbb.com/advance-tutorials-f4/banned-accounts-into-mm-t78.htm#83</comments>
			<guid>http://killionairemodz.darkbb.com/advance-tutorials-f4/banned-accounts-into-mm-t78.htm</guid>
		</item>
		<item>
			<title>Bubble Gun</title>
			<link>http://killionairemodz.darkbb.com/advance-tutorials-f4/bubble-gun-t77.htm</link>
			<dc:creator>Ryan0810</dc:creator>
			<description>This is how to make a bubble gun out of the plasma rifle.



What you need

-DotHalo 

-Modded Xbox (duh) 

-Modded Dash

-FlashFXP

-dune.map



Steps

1. Open up DotHalo

2. Open the desired map

3. Go to [weap] weapon tag

4. Go to objects\weapons\rifle\plama_rifle\plasma_rifle

5. Go to Dependencies window

6. Click on proj -objects\weapons\rifle\plasma_rifle\projectiles\pla sma_rifle_bolt

7. Change to proj - objects\weapons\pistol\plasma_pistol\projectiles\p lamsa_pistol_charged_bolt

8.  ...</description>
			<category>advance tutorials</category>
			<pubDate>Fri, 07 Mar 2008 02:07:19 GMT</pubDate>
			<comments>http://killionairemodz.darkbb.com/advance-tutorials-f4/bubble-gun-t77.htm#82</comments>
			<guid>http://killionairemodz.darkbb.com/advance-tutorials-f4/bubble-gun-t77.htm</guid>
		</item>
		<item>
			<title>How to make working teleporters that you and non modders could use!!</title>
			<link>http://killionairemodz.darkbb.com/advance-tutorials-f4/how-to-make-working-teleporters-that-you-and-non-modders-could-use-t76.htm</link>
			<dc:creator>Ryan0810</dc:creator>
			<description>Okay , in this tut , I will teach you how to make teleporters that nonmodders can use. (Be aware that neither you nor the

non-modders can see the teleporters.)



**To Do This , You will NOT need to add chunks!**



First , you need to open your map in Entity. (I am using Entity UE v1.6)

Then , scroll down to [+sbsp]

Then , click on scenarios\multi\map\map

Then , on the right side (above the pic of the map) should be a blue button with a cross in the middle. [click it]

Then , click  ...</description>
			<category>advance tutorials</category>
			<pubDate>Fri, 07 Mar 2008 02:03:18 GMT</pubDate>
			<comments>http://killionairemodz.darkbb.com/advance-tutorials-f4/how-to-make-working-teleporters-that-you-and-non-modders-could-use-t76.htm#81</comments>
			<guid>http://killionairemodz.darkbb.com/advance-tutorials-f4/how-to-make-working-teleporters-that-you-and-non-modders-could-use-t76.htm</guid>
		</item>
		<item>
			<title>Desert camo for ghost</title>
			<link>http://killionairemodz.darkbb.com/advance-tutorials-f4/desert-camo-for-ghost-t61.htm</link>
			<dc:creator>Ryan0810</dc:creator>
			<description>Step 2.) Go to tag [vehi] click on the ghost and go to dependencies



Step 3.) First click on hlmt - objects\vehicles\ghost\ghost then hit GoTo Tag, Now you should see mode - objects\vehicles\ghost\ghost at the top of list click on it then click GoTo Tag again.



Step 4.) This will bring to the a list of tags with all shad in front of the name now to change the ghost skin to desert camo click on shad - objects\vehicles\ghost\shaders\ghost_metal at the top, then click on the arrow underneath  ...</description>
			<category>advance tutorials</category>
			<pubDate>Thu, 06 Mar 2008 02:45:52 GMT</pubDate>
			<comments>http://killionairemodz.darkbb.com/advance-tutorials-f4/desert-camo-for-ghost-t61.htm#65</comments>
			<guid>http://killionairemodz.darkbb.com/advance-tutorials-f4/desert-camo-for-ghost-t61.htm</guid>
		</item>
		<item>
			<title>How to make a NUKE</title>
			<link>http://killionairemodz.darkbb.com/advance-tutorials-f4/how-to-make-a-nuke-t60.htm</link>
			<dc:creator>Ryan0810</dc:creator>
			<description><![CDATA[proj. tag
<br />

<br />
3)Click on objects/weapons/support_high/rocket_launcher/projectiles/rocket
<br />

<br />
4)In tag editor change DAMAGE EFFECT DISTANCE to 1000000 (there has to be six zeros)
<br />

<br />
5)Change GLOW RADIUS to about 20 so the light from the explosion is bigger
<br />

<br />
6)Save changes and fix encription]]></description>
			<category>advance tutorials</category>
			<pubDate>Thu, 06 Mar 2008 02:34:58 GMT</pubDate>
			<comments>http://killionairemodz.darkbb.com/advance-tutorials-f4/how-to-make-a-nuke-t60.htm#64</comments>
			<guid>http://killionairemodz.darkbb.com/advance-tutorials-f4/how-to-make-a-nuke-t60.htm</guid>
		</item>
		<item>
			<title>Kackel shield in multiplyer</title>
			<link>http://killionairemodz.darkbb.com/advance-tutorials-f4/kackel-shield-in-multiplyer-t59.htm</link>
			<dc:creator>Ryan0810</dc:creator>
			<description>Step 1 -Open Maps 

First, open Insolence. Within Insolence, open the multiplayer map which you would like to add the weapon to and any single player map which contains the jackal_shield.weap tag. For this tutorial, I'm going to move the jackal shield from 05a_deltaapproach.map into turf.map. 



Step 2-Drag &amp; Drop 

In the 05a_deltaapproach.map window, locate the jackal_shield.weap. Left click it once to select it, then left click again and Drag&amp;Drop the tag into turf.map. 



Step  ...</description>
			<category>advance tutorials</category>
			<pubDate>Thu, 06 Mar 2008 02:32:27 GMT</pubDate>
			<comments>http://killionairemodz.darkbb.com/advance-tutorials-f4/kackel-shield-in-multiplyer-t59.htm#63</comments>
			<guid>http://killionairemodz.darkbb.com/advance-tutorials-f4/kackel-shield-in-multiplyer-t59.htm</guid>
		</item>
		<item>
			<title>how to make a racetrack</title>
			<link>http://killionairemodz.darkbb.com/advance-tutorials-f4/how-to-make-a-racetrack-t58.htm</link>
			<dc:creator>Ryan0810</dc:creator>
			<description>1. move the gate into the coagulation



2. duplicate a itmc(in the itmc tag) of anything, and set it to spawn the mach (containment gate) you want.



3. now you have to make a decision, if you are planning to release this mod to the public, you need to do the hard way, if you dont plan on releasing this to the public, then do it the easy way

(you are probably wondering why does it matter??? well it matters because when you make it so the gate can spawn a bunch and you can move them to  ...</description>
			<category>advance tutorials</category>
			<pubDate>Thu, 06 Mar 2008 02:16:40 GMT</pubDate>
			<comments>http://killionairemodz.darkbb.com/advance-tutorials-f4/how-to-make-a-racetrack-t58.htm#62</comments>
			<guid>http://killionairemodz.darkbb.com/advance-tutorials-f4/how-to-make-a-racetrack-t58.htm</guid>
		</item>
		<item>
			<title>Gravity Throne in Multiplayer</title>
			<link>http://killionairemodz.darkbb.com/advance-tutorials-f4/gravity-throne-in-multiplayer-t55.htm</link>
			<dc:creator>Ryan0810</dc:creator>
			<description>Step 1- Open Maps

First, open Insolence. Now, open the multiplayer map in which would like use the Gravity Throne. Also open any campaign map in which contains the Gravity Throne. For this tutorial I will use coagulation.map and 06b_floodzone.map.



Step 2- Drag &amp; Drop

To bring the Gravity Throne completely into the multiplayer map, there's just one tag that we're going to need to drag over: objects\vehicles\gravity_throne\gravity_throne.veh i. Left click it once to select it, then  ...</description>
			<category>advance tutorials</category>
			<pubDate>Thu, 06 Mar 2008 01:58:35 GMT</pubDate>
			<comments>http://killionairemodz.darkbb.com/advance-tutorials-f4/gravity-throne-in-multiplayer-t55.htm#59</comments>
			<guid>http://killionairemodz.darkbb.com/advance-tutorials-f4/gravity-throne-in-multiplayer-t55.htm</guid>
		</item>
		<item>
			<title>Add a new emblem</title>
			<link>http://killionairemodz.darkbb.com/advance-tutorials-f4/add-a-new-emblem-t54.htm</link>
			<dc:creator>Ryan0810</dc:creator>
			<description>What you will need: 

Ch2r, by XIU (Link) 

Photoshop, by Adobe (Link) 

Possibly the BitmControl.dll I attached, if Ch2r scrambles the image 

Possibly the DDS Plugin I attached, if Photoshop can't open the image 

If niether of the above work, get the full Ch2r I included. 



Tutorial: 

• Open Ch2r 

• Open mainmenu.map 

• Navigate to ui/global_bitmaps/emblems (Pic) 

• Double-click foreground.dds 

• Select a bitmap, I will use 57 (The number three) (Pic) 

• Click Extract  ...</description>
			<category>advance tutorials</category>
			<pubDate>Thu, 06 Mar 2008 01:55:42 GMT</pubDate>
			<comments>http://killionairemodz.darkbb.com/advance-tutorials-f4/add-a-new-emblem-t54.htm#58</comments>
			<guid>http://killionairemodz.darkbb.com/advance-tutorials-f4/add-a-new-emblem-t54.htm</guid>
		</item>
		<item>
			<title>Make everyone jump high</title>
			<link>http://killionairemodz.darkbb.com/advance-tutorials-f4/make-everyone-jump-high-t53.htm</link>
			<dc:creator>Ryan0810</dc:creator>
			<description>Make Everyone jump High

Not Just Host



This tutorial will teach you how to make everyone in your party able to jump high.



Step One:

First off, open up your map you want to mod in Dothalo.



Step Two: 

Then scroll down to the [Bipd] tag and open up the biped you want to be able to jump higher and select it. 

This Decides which Bipd * Elite or Master Chief * able to jump high



Step Three: 

Now you need to look over at the meta editor window and find the jump height.



Step  ...</description>
			<category>advance tutorials</category>
			<pubDate>Thu, 06 Mar 2008 01:54:26 GMT</pubDate>
			<comments>http://killionairemodz.darkbb.com/advance-tutorials-f4/make-everyone-jump-high-t53.htm#57</comments>
			<guid>http://killionairemodz.darkbb.com/advance-tutorials-f4/make-everyone-jump-high-t53.htm</guid>
		</item>
		<item>
			<title>Make Tank shoot beam of death</title>
			<link>http://killionairemodz.darkbb.com/advance-tutorials-f4/make-tank-shoot-beam-of-death-t52.htm</link>
			<dc:creator>Ryan0810</dc:creator>
			<description>Make a Tank Shoot a Beam of Death



1)open a map in dothalo

2)go down to the [weap]weapon tag

3)select objects\vehicles\scorpion\turrets\weapon\cannon_tu rrets

4)go to the tag editor

5)go down to projectile and change it to projectile 0

6)make bullets per shot 1

7)make minumum and maximum rate of fire 1000

8)make minimum and maximum spread 0

9)switch it to projectile 1and do the same thing

10)save changes to the tag

11)now switch it to objects\vehicles\scorpion\turrets\weapon\cannon_tu



rrets_mp  ...</description>
			<category>advance tutorials</category>
			<pubDate>Thu, 06 Mar 2008 01:51:56 GMT</pubDate>
			<comments>http://killionairemodz.darkbb.com/advance-tutorials-f4/make-tank-shoot-beam-of-death-t52.htm#56</comments>
			<guid>http://killionairemodz.darkbb.com/advance-tutorials-f4/make-tank-shoot-beam-of-death-t52.htm</guid>
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		<item>
			<title>Making a Rapter and a Stingray</title>
			<link>http://killionairemodz.darkbb.com/advance-tutorials-f4/making-a-rapter-and-a-stingray-t49.htm</link>
			<dc:creator>Ryan0810</dc:creator>
			<description>Required:Entity My Resized Longsword Wings basic modeling knowledge and a little modding know how.



this tut was by Crazy Reaper and you can except a tut how to make a atv and hover board ingame very soon[/b]



1. open the map you want the stingray or raptor on and mainmenu.map in entity.

2.in mainmenu.map go to the mode tag

3.there should be a longsword.mode there

4.extract that mode (like any other model)

5.and inject it into the map you desire the raptor or stingray

6.then  ...</description>
			<category>advance tutorials</category>
			<pubDate>Thu, 06 Mar 2008 01:44:39 GMT</pubDate>
			<comments>http://killionairemodz.darkbb.com/advance-tutorials-f4/making-a-rapter-and-a-stingray-t49.htm#53</comments>
			<guid>http://killionairemodz.darkbb.com/advance-tutorials-f4/making-a-rapter-and-a-stingray-t49.htm</guid>
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		<item>
			<title>Halo 1 pistol in Halo 2!!!!</title>
			<link>http://killionairemodz.darkbb.com/advance-tutorials-f4/halo-1-pistol-in-halo-2-t48.htm</link>
			<dc:creator>Ryan0810</dc:creator>
			<description>OMG, found an awesome secret in Tombstone!!!! All i can say is....

Bungie loves us



In Tombstone, there is a model for the Halo 1 Pistol!!!!!!!!

Do you know what this means????

Halo 1 Pistol inside multiplayer= ubber easy now!!!



How to do it:

1. open up insolence

2. open up Tombstone and the map your modding

3. in Tombstone, go to the model tag

4. find scenarios\objects\multi\halo\highplains\h1_pistol\ h1_pistol

5. transfer it over to the map your modding

6. wait for  ...</description>
			<category>advance tutorials</category>
			<pubDate>Thu, 06 Mar 2008 01:38:12 GMT</pubDate>
			<comments>http://killionairemodz.darkbb.com/advance-tutorials-f4/halo-1-pistol-in-halo-2-t48.htm#52</comments>
			<guid>http://killionairemodz.darkbb.com/advance-tutorials-f4/halo-1-pistol-in-halo-2-t48.htm</guid>
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		<item>
			<title>How to fly prophets Chair in mp (flyable)</title>
			<link>http://killionairemodz.darkbb.com/advance-tutorials-f4/how-to-fly-prophets-chair-in-mp-flyable-t38.htm</link>
			<dc:creator>Ryan0810</dc:creator>
			<description>This tut is based on gettin that sweet ass flying hover chair that those ugly lookin aliens are driving into multiplayer.



What is a prohpet chair?







The pic is of me on my capmain mod flying the chair.



k What the hell are we guna need for this tut?



*Insolence

*DotHalo

*Singleplayermap(ill b using 06b_floodzone.map)

*multiplayermap

*Single_player_shared.map(sometimes it asks u and sometimes it done)





Lets open insolence up and please open the map that has  ...</description>
			<category>advance tutorials</category>
			<pubDate>Tue, 04 Mar 2008 01:59:43 GMT</pubDate>
			<comments>http://killionairemodz.darkbb.com/advance-tutorials-f4/how-to-fly-prophets-chair-in-mp-flyable-t38.htm#40</comments>
			<guid>http://killionairemodz.darkbb.com/advance-tutorials-f4/how-to-fly-prophets-chair-in-mp-flyable-t38.htm</guid>
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		<item>
			<title>How to make a Flamethower</title>
			<link>http://killionairemodz.darkbb.com/advance-tutorials-f4/how-to-make-a-flamethower-t36.htm</link>
			<dc:creator>Ryan0810</dc:creator>
			<description>This tutorial will tell you how to make the sentinel beam like a flamethrower  



Why the sentinel beam?

It is the only weapon that has a projectile that continually comes out the weapon



These are the tags we will be editing:



weap - objects\characters\sentinel_aggressor\weapons\beam \sentinel_aggressor_beam

proj - objects\vehicles\c_turret_ap\weapon\plasma_turret_ bolt

effe - effects\impact\explosion_large\rocket_launcher\roc ket_detonation

jpt! - objects\weapons\support_low\brute_shot\damage_effe  ...</description>
			<category>advance tutorials</category>
			<pubDate>Tue, 04 Mar 2008 01:28:28 GMT</pubDate>
			<comments>http://killionairemodz.darkbb.com/advance-tutorials-f4/how-to-make-a-flamethower-t36.htm#37</comments>
			<guid>http://killionairemodz.darkbb.com/advance-tutorials-f4/how-to-make-a-flamethower-t36.htm</guid>
		</item>
		<item>
			<title>Add Scarab to Turf</title>
			<link>http://killionairemodz.darkbb.com/advance-tutorials-f4/add-scarab-to-turf-t35.htm</link>
			<dc:creator>Ryan0810</dc:creator>
			<description>Add a Scarab to Turf



1)open turf.map in dothalo

2)go to the [itmc] item collection tag

3)click on sniper rifle

4)in the dependencies window click on sniper rifle again

5)drop down the tag class box and select mach

6)drop down the depencie/loneI.D. box and select scarab

7)save changes,fix encryption and your done

note:this method can also be used to add vehicles to maps   </description>
			<category>advance tutorials</category>
			<pubDate>Tue, 04 Mar 2008 01:19:52 GMT</pubDate>
			<comments>http://killionairemodz.darkbb.com/advance-tutorials-f4/add-scarab-to-turf-t35.htm#36</comments>
			<guid>http://killionairemodz.darkbb.com/advance-tutorials-f4/add-scarab-to-turf-t35.htm</guid>
		</item>
		<item>
			<title>How to inject Fire into any map.</title>
			<link>http://killionairemodz.darkbb.com/advance-tutorials-f4/how-to-inject-fire-into-any-map-t30.htm</link>
			<dc:creator>Ryan0810</dc:creator>
			<description>Injecting Fire into Any Map

Complexity 4

Contributed June 25, 2005

By: Tftman78



Ok Well There are a Few things you need to add Fire to a Map, Fire on a Map is awesome In my opinion, I think its really cool 



Materials Needed:

Dot Halo

Insolence

The Map you are Editing

And Last but Not Least 06B_Flodzone.map * The Campaign Maps Can be found on your Halo 2 Disk *

ITMC Placer and CordFinder * If you want to move the fire around *



Ok So Here Goes the Tutorial



Step  ...</description>
			<category>advance tutorials</category>
			<pubDate>Tue, 04 Mar 2008 01:13:48 GMT</pubDate>
			<comments>http://killionairemodz.darkbb.com/advance-tutorials-f4/how-to-inject-fire-into-any-map-t30.htm#31</comments>
			<guid>http://killionairemodz.darkbb.com/advance-tutorials-f4/how-to-inject-fire-into-any-map-t30.htm</guid>
		</item>
		<item>
			<title>How to make bubble shield from Halo 3</title>
			<link>http://killionairemodz.darkbb.com/advance-tutorials-f4/how-to-make-bubble-shield-from-halo-3-t29.htm</link>
			<dc:creator>Ryan0810</dc:creator>
			<description>Bubble Shield 



Steps: 

1. Open the oldmombassa or newmombassa map in entity and then go to the bloc tag and find the soccerball, now save the soccer ball's meta. (remember to check recursive and parsed &gt;_&gt;) 

2. Open up the map you want to have the bubble shield in and click build in entity. Now locate the folder and load its soccerball.info thing and wait until its done. 

3. Now it becomes quite easy...Go to the hlmt of the soccer ball and then change its phmo (do not null!!!!)  ...</description>
			<category>advance tutorials</category>
			<pubDate>Tue, 04 Mar 2008 01:06:48 GMT</pubDate>
			<comments>http://killionairemodz.darkbb.com/advance-tutorials-f4/how-to-make-bubble-shield-from-halo-3-t29.htm#30</comments>
			<guid>http://killionairemodz.darkbb.com/advance-tutorials-f4/how-to-make-bubble-shield-from-halo-3-t29.htm</guid>
		</item>
		<item>
			<title>Laser Sighted BR</title>
			<link>http://killionairemodz.darkbb.com/advance-tutorials-f4/laser-sighted-br-t28.htm</link>
			<dc:creator>Admin</dc:creator>
			<description>Laser Sighted BR



open chunk adder and add a new trigger to carbine (because it has 2 projectiles) 

open your favorite modding program for xml plugins (ch2r, adi, dot halo....) 

go to [weap] carbine, under flag select dissable grenades, 

under firing type 1 select L as button to use and both projectile to use to &quot;first&quot;,

make fiering type to fully automatic

4)

under projectile (0):

bullet per shot 1

min/max rate 30

shots per burst 1

muzzle climb 0



under  ...</description>
			<category>advance tutorials</category>
			<pubDate>Tue, 04 Mar 2008 01:04:30 GMT</pubDate>
			<comments>http://killionairemodz.darkbb.com/advance-tutorials-f4/laser-sighted-br-t28.htm#29</comments>
			<guid>http://killionairemodz.darkbb.com/advance-tutorials-f4/laser-sighted-br-t28.htm</guid>
		</item>
		<item>
			<title>Banshee Bombs Off Host</title>
			<link>http://killionairemodz.darkbb.com/advance-tutorials-f4/banshee-bombs-off-host-t27.htm</link>
			<dc:creator>Admin</dc:creator>
			<description><![CDATA[Banshee Bombs Off Host
<br />

<br />
Step 1)Open Dothalo
<br />
Step 2) Go to weap tag 
<br />
Step 3) click on carbine
<br />
Step 4)copy its META OFFSET
<br />
Step 5)go to the banshee_gun tag and paste the carbines meta offset over the banshee_guns
<br />
Thats All 
<br />

<br />
By I L3GIT BR I]]></description>
			<category>advance tutorials</category>
			<pubDate>Tue, 04 Mar 2008 01:03:38 GMT</pubDate>
			<comments>http://killionairemodz.darkbb.com/advance-tutorials-f4/banshee-bombs-off-host-t27.htm#28</comments>
			<guid>http://killionairemodz.darkbb.com/advance-tutorials-f4/banshee-bombs-off-host-t27.htm</guid>
		</item>
		<item>
			<title>adding teleporters</title>
			<link>http://killionairemodz.darkbb.com/advance-tutorials-f4/adding-teleporters-t25.htm</link>
			<dc:creator>Admin</dc:creator>
			<description>First off, you need to open your map up in Entity. Navigate to Scenarios\Multi\Halo\Beavercreek\Beavercreek and go to the Refrence Editor. Find the chunk at offset 280, labeled &quot;Objective Locations&quot;. Right click on the chunk, and select &quot;Clone Chunk&quot;. 







Doing so will bring up a new form, Chunk Cloner. Now, for each teleporter you would like to add, you need to clone 2 chunks. For simplicity in this tutorial, I will be cloning only 2 chunks (To make one complete teleporter),  ...</description>
			<category>advance tutorials</category>
			<pubDate>Tue, 04 Mar 2008 00:51:55 GMT</pubDate>
			<comments>http://killionairemodz.darkbb.com/advance-tutorials-f4/adding-teleporters-t25.htm#26</comments>
			<guid>http://killionairemodz.darkbb.com/advance-tutorials-f4/adding-teleporters-t25.htm</guid>
		</item>
		<item>
			<title>adding Active Scenery</title>
			<link>http://killionairemodz.darkbb.com/advance-tutorials-f4/adding-active-scenery-t23.htm</link>
			<dc:creator>Admin</dc:creator>
			<description>Active Scenery

Programs Needed



INSOLENCE (by tf6 (Tjc2k4)) 

ADI (By The Swamp Fox) 

H2x /Dark Matter (PokeCancer) 

Coord Finder (Glitch Guardian) 





Right to begin with you need to decide on the map you wish to add active scenery too

and make sure you have the correct *.mvf (Coord finder map) as this will be essential



I suggest a big open map such as coagulation, headlong, or Zanzibar as this gives you a lot of room to work with

(Although Zanzibar has a max Z cord  ...</description>
			<category>advance tutorials</category>
			<pubDate>Tue, 04 Mar 2008 00:44:11 GMT</pubDate>
			<comments>http://killionairemodz.darkbb.com/advance-tutorials-f4/adding-active-scenery-t23.htm#24</comments>
			<guid>http://killionairemodz.darkbb.com/advance-tutorials-f4/adding-active-scenery-t23.htm</guid>
		</item>
		<item>
			<title>Adding arbiter in MP</title>
			<link>http://killionairemodz.darkbb.com/advance-tutorials-f4/adding-arbiter-in-mp-t22.htm</link>
			<dc:creator>Admin</dc:creator>
			<description>Adding arbiter in MP

Step 1- Open Maps 

First, open Insolence. Now, open the multiplayer map in which would like to play as the Arbiter. Also open any campaign map in which you play as the Arbiter. For this tutorial I will use beavercreek.map and 08b_deltacontrol.map. 







Step 2- Drag &amp; Drop 

To bring the Arbiter into the multiplayer map, there are three different things that we're going to need to drag over: the object properties, the first person legs, and the first person  ...</description>
			<category>advance tutorials</category>
			<pubDate>Tue, 04 Mar 2008 00:43:13 GMT</pubDate>
			<comments>http://killionairemodz.darkbb.com/advance-tutorials-f4/adding-arbiter-in-mp-t22.htm#23</comments>
			<guid>http://killionairemodz.darkbb.com/advance-tutorials-f4/adding-arbiter-in-mp-t22.htm</guid>
		</item>
		<item>
			<title>adding a new sky to your halo2 map</title>
			<link>http://killionairemodz.darkbb.com/advance-tutorials-f4/adding-a-new-sky-to-your-halo2-map-t21.htm</link>
			<dc:creator>Admin</dc:creator>
			<description>Step 1- Open Maps

Open Insolence. Now open the campaign map that has the sky you want and the multiplayer map that you would like to put it in. For this I'm going to use headlong and 04b_floodlab.



Step 2- Drag &amp; Drop

In 04b_floodlab go to scenarios\skies\solo\alphagasgiant\gasgiant_rob.sky. This is that neat looking sky that looks like it is sucking you up. Left click it to select it. Once selected, left click again and drag into the headlong.map window and from here you will see  ...</description>
			<category>advance tutorials</category>
			<pubDate>Tue, 04 Mar 2008 00:41:28 GMT</pubDate>
			<comments>http://killionairemodz.darkbb.com/advance-tutorials-f4/adding-a-new-sky-to-your-halo2-map-t21.htm#22</comments>
			<guid>http://killionairemodz.darkbb.com/advance-tutorials-f4/adding-a-new-sky-to-your-halo2-map-t21.htm</guid>
		</item>
		<item>
			<title>Making The Hamer Of Dawn (From Gears Of War)</title>
			<link>http://killionairemodz.darkbb.com/advance-tutorials-f4/making-the-hamer-of-dawn-from-gears-of-war-t20.htm</link>
			<dc:creator>Admin</dc:creator>
			<description>1. Ok open up your map in dot halo



2. Go to the [Weap] Tag and find the Sentinel Beam (Sentinel Aggressor beam)



3. Change the projectile to Wraith Morter Charged, or Scarab gun (if your on turf, or if u injected a scarab into your map)



4. Go to to Tag Editor, and near the bottom find Projectile and click the drop down box and select 0.



5. Change your X-cord to 5 and your Z-cord to 8 (u can play around with the numbers a bit, but so far these have the best results for me)



6.  ...</description>
			<category>advance tutorials</category>
			<pubDate>Tue, 04 Mar 2008 00:38:02 GMT</pubDate>
			<comments>http://killionairemodz.darkbb.com/advance-tutorials-f4/making-the-hamer-of-dawn-from-gears-of-war-t20.htm#21</comments>
			<guid>http://killionairemodz.darkbb.com/advance-tutorials-f4/making-the-hamer-of-dawn-from-gears-of-war-t20.htm</guid>
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		<item>
			<title>Halo 3 Shield</title>
			<link>http://killionairemodz.darkbb.com/advance-tutorials-f4/halo-3-shield-t18.htm</link>
			<dc:creator>Admin</dc:creator>
			<description>1. Open Turf in Entity.



2. Go to [+mach]



3. Click on the [+]



4. Click on scenarios\objects\covenant\military\scarab\plasma_door\plasma_door



5. At the top right check the 3 boxes named Recursive, Parsed, and Sounds.



6. Hit the &quot;Save&quot; button.



7. Create a new folder and name it H3 Shield.



8. Hit &quot;Save&quot;





--------------------------------------------------------------------------------



 



1. Open your map in Entity.



2. Click  ...</description>
			<category>advance tutorials</category>
			<pubDate>Tue, 04 Mar 2008 00:34:55 GMT</pubDate>
			<comments>http://killionairemodz.darkbb.com/advance-tutorials-f4/halo-3-shield-t18.htm#19</comments>
			<guid>http://killionairemodz.darkbb.com/advance-tutorials-f4/halo-3-shield-t18.htm</guid>
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		<item>
			<title>How To Customize A Vehicle</title>
			<link>http://killionairemodz.darkbb.com/advance-tutorials-f4/how-to-customize-a-vehicle-t17.htm</link>
			<dc:creator>Admin</dc:creator>
			<description>How To Customize A Vehicle



Well, I'm taking forever to finish it and a lot of people are asking how I did it, so I decided to make a vehicle tut. This is how I made my motorcycle

There are two ways to add models to a vehicle. The first is the one most people use when making a longsword or seraph: you give the vehicle a weap with the hlmt of whatever you want to add. For my motorcycle I gave the warthog's horn a wraith hlmt. Then you'll want to resize it by editing the bounding box in the  ...</description>
			<category>advance tutorials</category>
			<pubDate>Tue, 04 Mar 2008 00:33:47 GMT</pubDate>
			<comments>http://killionairemodz.darkbb.com/advance-tutorials-f4/how-to-customize-a-vehicle-t17.htm#18</comments>
			<guid>http://killionairemodz.darkbb.com/advance-tutorials-f4/how-to-customize-a-vehicle-t17.htm</guid>
		</item>
		<item>
			<title>Adding new things to a map w/ Insolence and Entity</title>
			<link>http://killionairemodz.darkbb.com/advance-tutorials-f4/adding-new-things-to-a-map-w-insolence-and-entity-t16.htm</link>
			<dc:creator>Admin</dc:creator>
			<description>Adding new things to a map w/ Insolence and Entity



1. Decide what you want to place on your map. For this tutorial, i will use fire. I'm going to take the shotgun that spawns bottom middle on Midship and change it to fire. 



2. So first you have to import what ever you want to put on your map with Insolence, unless what you want is already on your map. So just open Insolence, open your two maps, and drag whatever it is you want to put into your modded map. For this tutorial, Im doing  ...</description>
			<category>advance tutorials</category>
			<pubDate>Tue, 04 Mar 2008 00:32:50 GMT</pubDate>
			<comments>http://killionairemodz.darkbb.com/advance-tutorials-f4/adding-new-things-to-a-map-w-insolence-and-entity-t16.htm#17</comments>
			<guid>http://killionairemodz.darkbb.com/advance-tutorials-f4/adding-new-things-to-a-map-w-insolence-and-entity-t16.htm</guid>
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		<item>
			<title>Adding pelican to a map</title>
			<link>http://killionairemodz.darkbb.com/advance-tutorials-f4/adding-pelican-to-a-map-t15.htm</link>
			<dc:creator>Admin</dc:creator>
			<description>Adding pelican to a map



Step 1 - Open Maps

First, open Insolence. Now, open the multiplayer map in which you would like to play with the driveable pelican. Also open 05a_deltaapproach.map.



Step-2 - Drag and Drop

To add the vehicle you must drag over the vehicle pelican. It will drag over the other pelican vehicles for you. Navigate your way to the pelican under the vehi tag. Drag and drop it from 05a_deltaapproach.map to your map that you want the pelican in.



Step 3 - MoveBox

Each  ...</description>
			<category>advance tutorials</category>
			<pubDate>Tue, 04 Mar 2008 00:31:33 GMT</pubDate>
			<comments>http://killionairemodz.darkbb.com/advance-tutorials-f4/adding-pelican-to-a-map-t15.htm#16</comments>
			<guid>http://killionairemodz.darkbb.com/advance-tutorials-f4/adding-pelican-to-a-map-t15.htm</guid>
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		<item>
			<title>Importing a Halo 1 Model into Halo 2</title>
			<link>http://killionairemodz.darkbb.com/advance-tutorials-f4/importing-a-halo-1-model-into-halo-2-t14.htm</link>
			<dc:creator>Admin</dc:creator>
			<description>Importing a Halo 1 Model into Halo 2

You may have to use the FP model since the 3rd person one tends to corrupt. In this tutorial, you will learn how to inject a model from Halo 1.



What you will need

-A modded Xbox (duh)

-Darkmatter

-HMT (Halo Map Tools)

-DotHalo

-A halo 2 map with mainmenu.map and shared.map

-A Halo 1 map with UI.map and bitmap.map



First, open up a Halo 2 map Darkmatter and browse to the MODE tag:



Expand the MODE tag and browse to the model you want  ...</description>
			<category>advance tutorials</category>
			<pubDate>Tue, 04 Mar 2008 00:29:27 GMT</pubDate>
			<comments>http://killionairemodz.darkbb.com/advance-tutorials-f4/importing-a-halo-1-model-into-halo-2-t14.htm#15</comments>
			<guid>http://killionairemodz.darkbb.com/advance-tutorials-f4/importing-a-halo-1-model-into-halo-2-t14.htm</guid>
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