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Campaign Modding

Posted: Sun Mar 04, 2007 6:32 am
by Picceta
I've mostly just been working with multiplayer map mods and not campaign so I wanna give this a shot

My first question is, how do i make the master chief/arbiter spawn sitting in the passenger seat of a pelican or somethin? and then how do i plot the course for the pelican to follow. with maybe the battle already in progress when ya get outta the pelican

possibly spawn some of those big covenant gun tower turrets with elites already in them etc

also would it be possible to make the scarab part of the battle too? its already loaded in the maps i wanna do it on so i guess i would jus need to move it?

any help here would be greatly appreciated =D

Re: Campaign Modding

Posted: Sun Mar 04, 2007 7:04 am
by Th2mods
Picceta wrote: My first question is, how do i make the master chief/arbiter spawn sitting in the passenger seat of a pelican or somethin? and then how do i plot the course for the pelican to follow. with maybe the battle already in progress when ya get outta the pelican
thats all animation. you cant edit that

Posted: Sun Mar 04, 2007 7:22 am
by Picceta
you can spawn enemies in vehicles so why cant ya spawn the player in there? i dont get it

Posted: Sun Mar 04, 2007 7:29 am
by CptnNsan0
its a cutscene maybe?

Posted: Sun Mar 04, 2007 8:03 am
by Picceta
cutscene? what are ya talkin about?

enemies spawn in vehicles like shadows and ghosts etc, they dont get in them, they spawn in them

so why can i not spawn the master chief in a vehicle?

Posted: Sun Mar 04, 2007 3:15 pm
by Th2mods
cuz the game was programed that way.... if you play the level many times the same elites will be n the exact same ghost at the exact same time

Posted: Sun Mar 04, 2007 3:45 pm
by MilyardoX2
A cut scene is a big animation so..... u could change the bipd by using the maskless chief way, but I don't think anyone has done custom animations.... yet. this new guerilla and core make many new things possible

Posted: Sun Mar 04, 2007 4:01 pm
by CptnNsan0
TH2MODSoULMBoCOM wrote:cuz the game was programed that way.... if you play the level many times the same elites will be n the exact same ghost at the exact same time
you can change the guys taht are already in ghost to some one else though. like a grunt or a brute or even the mastercheif. you just cant play as him.

Posted: Mon Mar 05, 2007 5:37 am
by Picceta
hmm ok well i got an idea on how to sort this little problem out

but do you guys know how to make a pelican at start fly towards the map, leave getting the chief sitting in there up to me, i just need to work out how to plot the pelicans course

Posted: Mon Mar 05, 2007 5:39 am
by turk645
If i remember right SOL said there are markers in the senario that have the pelican's flight path points in it but i might be wrong.

Posted: Mon Mar 05, 2007 6:14 am
by Picceta
hmm cool ill check it out and let ya know how it goes

Posted: Fri Mar 09, 2007 7:23 am
by Shadow LAG
Not to be rude but you guys really arn't communicating correctly. Half the stuff being said makes sense but holds no realivents to the conversation. Like for instance the reason bipd spawn in vehicles are not because of animation but because its an option in the actor groups of a AI. Yes you CAN change the people that spawn in the ghost no problem just need to change up the bipd the ai spawns under :P. However most of these guys are right. Spawning IN a pelican is impossible for a dummy or a player only because the game was never created to spawn the player in a vehicle. If it was then their would be a option that would have been discovered. However you can set the path the pelican follows by markers but you need to really study up on it. Another thing though, you could make a script for the pelican to sleep till player 0 enters the seats. Just simply spawn the player right behind it. Hope that helps good luck researching because a project like this should take a long time to trail and error.