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Script to let a pelican drop off a warthog?

Posted: Mon Nov 12, 2007 4:28 am
by L0d3x
Howdie boys, girls, ladies and gentlemen!

I was wondering if someone could tell me how I let a pelican drop off a warthog? Which script do I use for this and do I have to set up a specific command or so?

If you can help me with this I shall send you over my finest pair of socks!

Posted: Mon Nov 12, 2007 2:24 pm
by BrainEater
1. Search. on. GOOGLE!!!!! >:U
2. Search on hce.halomaps.org, it helps.
3. No, I do not want socks. :P Ill be fine without them :)

http://hce.halomaps.org/index.cfm?pg=3&fid=2889

Here you go. Follow those rules up there ^ and you might find what your looking for....:D

Posted: Mon Nov 12, 2007 2:42 pm
by Philly
Socks, ROFL. :P
Isn't there a script in coldsn4p that does this?

Posted: Mon Nov 12, 2007 3:13 pm
by BrainEater
BrainEater wrote:1. Search. on. GOOGLE!!!!! >:U
2. Search on hce.halomaps.org, it helps.
3. No, I do not want socks. :P Ill be fine without them :)

http://hce.halomaps.org/index.cfm?pg=3&fid=2889

Here you go. Follow those rules up there ^ and you might find what your looking for....:D
.

Posted: Tue Nov 13, 2007 1:47 am
by L0d3x
Alright thanks for the help! BTW I did google and only found out it had something to do with the flashlight state!

And thanks for letting me keep my socks :wink:

Posted: Tue Nov 13, 2007 1:53 pm
by L0d3x
Okay I can attach another vehicle to a pelican + drop it off. However I still need to be able to move the pelican somewhere. For some reason my marine won't enter pelican driver seats, he will however enter a warthog...

1) Is there a way to move pelicans without using a marine pilot?
2) If not, then how do I correctly configure the pelican or marine?

Many thanks!

Posted: Tue Nov 13, 2007 4:15 pm
by BrainEater
Two things I should mention:


Marines CAN Enter the pelicans, just give the driver seat name to the ghost driver (i think G_driver)

Second, they arent very good drivers, either pelicans, and warthogs. tanks also.

Reason why, is because all the vehicles except ghost you drive (you could drive the ghost, but the marines only vehicle to drive with) The pelican is not moved by people as it was Halo 2 and in Halo 3, Halo 1 used recorded animations to move Covie dropships and Pelicans.

You have to find a animations that suits your map, and also, you could make your own custom animation for your pelican. To do so: use the GBXmodel importer by TheGhost, put it into gmax/3ds max and your map, and then just make a animation by moving the pelican along the path you wanted. I believe this is hard to do, so I would go with the first option: find the animation that suits your map.

Hope I helped!

Posted: Wed Nov 14, 2007 12:43 am
by L0d3x
Hmm okay I found the perfect animation to suit my map. The only problem I still have is actually getting it out of its base map and importing it into my map. How would I go about this?

And thanks for all your help so far! :)

Posted: Mon Nov 19, 2007 8:57 am
by shahabninja
where do i put the script

Posted: Mon Nov 19, 2007 10:47 am
by L0d3x
You have to make a new folder under levels\test\deathisland
Using deathisland as an example. Name your folder 'Scripts'. You're gonna have to save your script as an hsc file and place it in your newly created directory.

Hope this helps!

Posted: Mon Nov 19, 2007 11:14 am
by Andrew_b
it needs to be data\levels\test\map name\map name\scripts

Posted: Mon Nov 19, 2007 1:08 pm
by L0d3x
Erm maybe both work?

I can garantee you that it works like that for me, everything compiles too!
My exact location is:

C:\Program Files (x86)\Microsoft Games\Halo Custom Edition\data\levels\test\deathisland\Scripts

And it works 100 percent.

Posted: Mon Nov 19, 2007 2:47 pm
by Andrew_b
ealier you just said levels\test...

so i added the data so he didnt think to save it in tags.