How do you add the rear gun and rocket pods to the Pelican?

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G.I.R.




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How do you add the rear gun and rocket pods to the Pelican?

Post by G.I.R. »

Topic explains itself. But about the rocket pods, how can I place them on the wigs of the pelican (where they normally go, right?) and then have a seat control the rocket pods. And if anyone knows how to give the rocket pods lock-on?

EDIT: Also, can someone just point me towards a tutorial detailing how to link seats to weapons on a vehicle (i.e. how to link the 'co-pilot' seat on the pelican to the rocket pods).
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Post by Dojorkan »

Set the default varation of the pelican to "attack" to have the rocket pods and rear turret.
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Post by xzodia »

to make the rockets fireable, check the controlable by parent vehi bit in the rocket pod vehi
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Post by G.I.R. »

Dojorkan wrote:Set the default varation of the pelican to "attack" to have the rocket pods and rear turret.
Quick varification, I'd do that in the hlmt, right?
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Post by xzodia »

nope its in the vehi
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Post by G.I.R. »

Damn, that was fast; thanks.
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Post by xzodia »

lol just good timing
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Post by G.I.R. »

The Variations were in the hlmt <_<

But I don't see what you're talking about with the rocket pods in the vehi tag anywhere, could you post a screenshot or something?
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Post by Benjyp »

last time i tried spawning the attack pelican, i found that it would sit normally on the ground without rolling around or anything but when i entered the pilot seat, i could not fly anywhere. the legs would come up and it would start making flying noises but it wouldnt actually move. it might have just been me but it should be interesting to see if the same happens to you.
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Post by G.I.R. »

When I set the variations to attack, this is what happened >_>

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What the hell? =/
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Post by Benjyp »

haha! thats awesome! go into your hlmt tag and make sure the pelican rocket pods are being spawned instead of scorpian tanks. being a vehi tag it should stand out pretty easily.
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Post by XBC-Requiem »

That is pretty nice... you could get a couple a' gunners for your Peli!

Would anyone oppose to me using that in a mod and not say that I stole it from them? ;)

:)
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Post by Benjyp »

if you just spawned scorpian turrets instead of the whole thing you could fire two turrets and three chainguns (including the one on the nose).
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Post by XBC-Requiem »

You know.... I bet that the "attack" thing is supposed to be linked to what kind of vehicle the Pelican picks up (Just a theory, it's the only relation I could make to the Scorpion).

Oh, hey, I'd be sure to copy over the Peli from Delta Halo, since it's the only one I recall seeing with pods... it may have some different properties than the others. You know how Bungie likes to save room on the disc!
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Post by Benjyp »

ya, i guess it just couldnt find the pelican rocket pods so it spawned the next best thing :wink:
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Post by Th2mods »

i had the same problem.... except the rear turret was a scorpion

it looked like it was carrying a tank, it looked pretty sweet
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Post by G.I.R. »

Well, I got the rocket pods working, but I still don't know how to link them to he co-pilot seat.
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Post by Dojorkan »

Im guessing the scorpion came up because of the permutation glitch. (The same reason you may see elites or marines with random armor)

You dont swap the varationin the hlmt, you haveto change the "default" string ID somewhere in the Vehi tag to "attack".


If you changed the "default" string ID in the HLMT, and didnt change the other "attack" to default" there will be to "attack" varations and the game wont know which one to use.
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Post by G.I.R. »

I did change both of them (changed 'default to attack' and 'attack to default') But I had to change the hlmt's of the 'attack' variation that I had changed to 'default' to the rear gun and the rocket pods.

Now alls I need to know is how to relink them to the co-pilot seat <_<
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Post by turk645 »

there are bitmasks in the seat reflexive, just go to the reflexive of the copilot and activate the fires weapon bitmask.
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