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has anyone ever made a scarab drivable?

Posted: Thu Aug 07, 2008 12:58 pm
by herger
Because that would be pretty cool to do.& have a map made from one the the campaign maps to use it on or something.but i'm not sure if u can even make it drivable or not..if anyone has a map with a drivable scarab please tell me. I'd really like to know.also if someone is willing to make it that would be cool as well

Posted: Thu Aug 07, 2008 1:21 pm
by sneakyn8
i geuss its possible with a lot of work i mean there has been a motorcycle made i imagine it would be similar to the creation of that

Posted: Thu Aug 07, 2008 1:23 pm
by herger
thats true..but i wouldnt know where to begin with it

Posted: Thu Aug 07, 2008 1:26 pm
by kibito87
Last time I checked the Scarab's legs were scripted to move to certain points. So when custom animations are inject-able...i'd imagine it's more along the lines of getting done that way.

Posted: Thu Aug 07, 2008 1:56 pm
by herger
still something i have no idea about

Posted: Thu Aug 07, 2008 2:32 pm
by herger
so is no one willing to make it.it would b greatly appreciated if u did

Posted: Thu Aug 07, 2008 2:34 pm
by Eaton
herger wrote:so is no one willing to make it.it would b greatly appreciated if u did
It's not that nobody is willing to make it, it's that it's nearly impossible to do at the moment.

Posted: Thu Aug 07, 2008 3:19 pm
by herger
oooh..ok

Posted: Thu Aug 07, 2008 10:21 pm
by herger
well...if any one is willing please tell me so i know...im gonna be using it in a machinama & i'll give u credit 100% it would be greatly appreciated

Posted: Thu Aug 07, 2008 10:35 pm
by grimdoomer
Well you could try this:

1) Build the scarab in.
2) Make 4 buttons, one for up, down, left, and right.
3) Make each button call to a script wich moves the scarab in that direction.

So it will move when you press the buttons, but you can't see shit.

I hav't actually tried this so this might not work at all, but it's a way I would go at it.

Posted: Thu Aug 07, 2008 10:38 pm
by herger
to be honest..i wouldnt know how to begin to do that

Posted: Fri Aug 08, 2008 12:16 am
by SkgSkrillaka
grimdoomer wrote: So it will move when you press the buttons, but you can't see ****.
not seeing anything might be fun :D
Having a team member standing on top of the scarab telling you where to go over headset may be helpfull :wink: I suggest waiting to see if any new programs are made to make the process a whole lot easier

If, you want, go ahead =] nothings stopping you.

Posted: Fri Aug 08, 2008 1:21 am
by kibito87
Well, here i'll start you in the right direction for getting Grim's idea to fruition.

1. Download h2core and h2guerilla. They are located in the utilities section. It's your choice which version you download. Each works differently on different machines.

2. h2guerilla has a built in scripting program. So, definitely read up on scripting before trying anymore of this. Alternately, soldier of lite came out with a seperate tool for scripting in the utilities area.

3. Using h2core, decompile your map.

4. Open it in h2guerilla.

5. Add the scarab vehicle into the vehicles tag class.

6. Now open guerilla's scripting tool.

7. Write the script as described by Grimdoomer.

8. Inject the script into your map's scenario using guerilla.

9. Compile your map, resign and play-test.

OR

1. Open a singleplayer map with the scarab in it using Entity.

2. Recursively extract the scarab vehicle.

3. Open your multiplayer map and build the scarab into the map recursively.

4. Open Soldier's scripting tool and create the script. Then inject it.

5. Resign and ftp to your xbox. Play-test.

*Note, these tutorials are not meant to be in-depth at the slightest nor do they tend to the un-knowledged. If you do not understand any of the terms or information given...you may want to read around and research things before attempting this because you WILL NOT have the skill necessary to even remotely accomplish this. I don't mean to sound harsh or like a jerk but it's the truth and I thought i'd fill you in before you go a little over your head.

Posted: Fri Aug 08, 2008 3:26 am
by neodos
Scripts are executed for non-host xbox, so yeah scripts is not a good idea :?

Posted: Fri Aug 08, 2008 3:55 am
by Shock120
neodos wrote:Scripts aren't executed for non-host xbox, so yeah scripts is not a good idea :?
fix'd :lol:
I think turk645 may have made it, but doesn't release most of his mods.

Posted: Fri Aug 08, 2008 4:47 am
by neodos
Thx for the fix Shock, yes aren't.

Posted: Fri Aug 08, 2008 9:59 am
by kibito87
While I do agree with you neodos...I was just trying to get him started with getting what he wanted done. lol I didn't specify who it would work for :P

Posted: Fri Aug 08, 2008 4:26 pm
by jackson117
last time i checked there was a halo 3 scarab in the models section.


plus you could get somehow help from the PC counterparts as were always ready to help.

Posted: Fri Aug 08, 2008 6:26 pm
by herger
well...i suck completely at modding compared to everyone here..like really bad.i loose my patience very easily & stop making mods for periods of time..that's why i was wondering if any had or if any one could make one =/

Posted: Fri Aug 08, 2008 6:59 pm
by CaptainPoopface
I don't know why this has always been one of the holy grails of H2 modding for some people... The scarab was designed to walk along a predetermined (scripted) path. It was not designed to move in free space. If you could somehow control the legs, it would control very awkwardly, if at all. What happens when you encounter an obstacle, or a sudden difference in elevation? I think even the best case scenario is grim.

More importantly, if you imagine how it would play, it would probably be pretty boring. You walk around at a snail's pace and blast things with a powerful gun that takes a few seconds to charge each shot... Just make a very, very, very slow banshee with no boost and a slow, powerful gun. That's essentially a scarab.

No disrespect, but I roll my eyes at this every time it comes up... :roll: