hey, i was workin on this for a bit and was able to dig up an old tutorial here on ai, flaming grunts and vehicle destruction
well, i'll be following the tutorial and checking it out, ut it's rather vauge and i was wondering if anyone could fill me in on details like why the third and fourth effect spots in hht have to have those effects, and how i would do it for other vehicles, like the ghost or banshee as well as disabling the vehicle after it explodes
i'm having problems in hht because i can't seem to find the right effect to swap for any of them, in the multiplayer maps, it just has a list of c gun turret effects to choose from, do i have to do anything to the map before i do this?
edit: i figured out what was wrong with the dependencie swapping list in hht, i had to do it to a single-player map, does that mean i have to get the meta or pmi the effects into the mp map i want to make the vehicles blow up in?
edit2: well, i followed the tutorial through on the silent cartographer, but the pelicans won't blow up, only start smoking after i empty a few pistol magazines into them, i'll try it with warthogs and put the pelican's health toabout 2
destructible vehicles...
destructible vehicles...
ASPARTAME: in your diet soda and artificial sweeteners. also, it's obviously completely safe. it's not like it will cause tumors or anything. >.>
always remember: guilty until proven innocent
always remember: guilty until proven innocent
- MasterNeoChief
- Posts: 2431
- Joined: Tue Dec 23, 2003 9:34 am
- Location: The Netherlands
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Hmyes... Back in the days without the plugin, you had to do some hex editing for the pelican to blow up. I forgot what though.
Alright, the 3rd dependancy is the effect for the partial damage thresohld. The 4th is for the actual death effect.
Almost all dependancies go together with Guerilla. It goes like this:
The first 'pick a dependancy' for Guerilla is Model. IF you look at HHT, it also starts with model. This goes on and on for ANTR, COLL, and whatsoever.
So with this, you can also see which effect is which for everything.
Alright, the 3rd dependancy is the effect for the partial damage thresohld. The 4th is for the actual death effect.
Almost all dependancies go together with Guerilla. It goes like this:
The first 'pick a dependancy' for Guerilla is Model. IF you look at HHT, it also starts with model. This goes on and on for ANTR, COLL, and whatsoever.
So with this, you can also see which effect is which for everything.
ok, i see what the dependencies do now, but i'm still having trouble with getting anything to blow up. is there a more in-depth tutorial than the one i listed?
ASPARTAME: in your diet soda and artificial sweeteners. also, it's obviously completely safe. it's not like it will cause tumors or anything. >.>
always remember: guilty until proven innocent
always remember: guilty until proven innocent
- MasterNeoChief
- Posts: 2431
- Joined: Tue Dec 23, 2003 9:34 am
- Location: The Netherlands
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i'm pretty sure i did, i'll re-do it to silent cartographer, i would just replace it with the backup and start over, but i'm also testing weapon settings in there (and their a bitch to copy
)

ASPARTAME: in your diet soda and artificial sweeteners. also, it's obviously completely safe. it's not like it will cause tumors or anything. >.>
always remember: guilty until proven innocent
always remember: guilty until proven innocent
here's the settings i use for the pelican, i'll be testing right now...
btw, sorry for the horrible attempt at making orginized menus and sub-menus
-main
*health=100
*partial damage threshold=50
*everything else un-moved, aka 0
-frame
*everything unbothered
-material
*0
#material type=7
#body damage multiplier=1
#shield damage multiplier=0
*1
#material type=0
#body damage multiplier=1
#shoeld damage multiplier=0
*2
#material type=0
#body damage multiplier=1
#shield damage multiplier=0
EDIT: well, i tested and the pelican still won't blow up, even after 2 magazines of both assault rifle and pistol ammo, if there is a way i can just re-do it without using the backup map, i'll just try it, otherwise, if you see something obviously wrong, tell me
btw, sorry for the horrible attempt at making orginized menus and sub-menus
-main
*health=100
*partial damage threshold=50
*everything else un-moved, aka 0
-frame
*everything unbothered
-material
*0
#material type=7
#body damage multiplier=1
#shield damage multiplier=0
*1
#material type=0
#body damage multiplier=1
#shoeld damage multiplier=0
*2
#material type=0
#body damage multiplier=1
#shield damage multiplier=0
EDIT: well, i tested and the pelican still won't blow up, even after 2 magazines of both assault rifle and pistol ammo, if there is a way i can just re-do it without using the backup map, i'll just try it, otherwise, if you see something obviously wrong, tell me
ASPARTAME: in your diet soda and artificial sweeteners. also, it's obviously completely safe. it's not like it will cause tumors or anything. >.>
always remember: guilty until proven innocent
always remember: guilty until proven innocent
- MasterNeoChief
- Posts: 2431
- Joined: Tue Dec 23, 2003 9:34 am
- Location: The Netherlands
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i can't recall exactly, but i think it's either the one that came with hmt 3.5 or the one you download for the mod, will it be possible to use phenomena's newest plugin?
ASPARTAME: in your diet soda and artificial sweeteners. also, it's obviously completely safe. it's not like it will cause tumors or anything. >.>
always remember: guilty until proven innocent
always remember: guilty until proven innocent