
Dark Ninja
Joined: May 26, 2008
The internet shows how stupid people are.
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Posted: Jun 18, 2008 06:04 PM
Msg. 1 of 11
Is it a script that makes a vehicle go to places like in the beginning of the Cartographer? How do I do it? And if I have a cutscene, how can I make it so that when it's over, I'm already driving a vehicle? One more question, how do I make it so the BSP switches? Edited by Dark Ninja on Jun 18, 2008 at 06:10 PM
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DarkZealot
Joined: Jan 1, 2008
Time management: 40% Xbox, 30% PC, 30% Skating
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Posted: Jun 18, 2008 06:26 PM
Msg. 2 of 11
Recorded Animations is how Pelicans move. Unfortunately, the asses at Gearbox removed the code to make them, making those unusable. :/
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Dark Ninja
Joined: May 26, 2008
The internet shows how stupid people are.
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Posted: Jun 18, 2008 06:30 PM
Msg. 3 of 11
How did CMT do it?
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DarkZealot
Joined: Jan 1, 2008
Time management: 40% Xbox, 30% PC, 30% Skating
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Posted: Jun 18, 2008 06:42 PM
Msg. 4 of 11
They used the ones Bungie made, they just changed the vehicles.
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Ermac
Joined: Nov 24, 2006
Pops up from time to time
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Posted: Jun 19, 2008 03:08 AM
Msg. 5 of 11
Recorded animations and scripting.
Script goes like so:
(vehicle_load_magic <vehiclename> "passenger" (players)) ; first parameter is the name of the vehicle, second parameter is the name of the seat (or seats), third parameter is who to place there.
You place AI in the seat the same way. There's another way to do it, but that involves referring to the player as a unit, and I've only just learned how to do that after about a year of studying scripting, so I can't give much of an explanation on that just yet.
Recorded animations are pretty straightforward. The script for that goes like this:
(recording_play <nameofobject> <nameofanimation>)
Or, you can have it hover:
(recording_play_and_hover <nameofobject> <nameofanimation>)
You must import the animations from one of Bungie's scenarios before they can be used, and if you're attempting to use them on another level, you have to position it a certain way so the vehicle doesn't drive/fly into a wall.
You can also have them drive with command lists, but despite my best efforts (I've been trying for months), I can't get them to drive for crap.
Switching BSPs goes like this:
(switch_bsp 0)
That one, if you're not in the first BSP, will take you back to the first BSP. Look at the order the BSPs are in, and count from 0. That is how you determine the BSP index. Edited by drillinstructor on Jun 19, 2008 at 03:11 AM Edited by drillinstructor on Jun 19, 2008 at 03:11 AM
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Dark Ninja
Joined: May 26, 2008
The internet shows how stupid people are.
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Posted: Jun 19, 2008 09:19 AM
Msg. 6 of 11
Thanks. I think I get it. How would I find the name of a recorded animation, and where do I set it, and is there any way to tell what it does? Or do I have to guess? Edited by Dark Ninja on Jun 19, 2008 at 11:57 AM
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Ermac
Joined: Nov 24, 2006
Pops up from time to time
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Posted: Jun 20, 2008 01:31 AM
Msg. 7 of 11
In Sapien, when you import the animations, you can look at the list of names. Those are the names of the animations you use for the scripts. You can use the script command I gave you to test it in Sapien if you want to see what it does.
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Dark Ninja
Joined: May 26, 2008
The internet shows how stupid people are.
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Posted: Jun 25, 2008 05:13 PM
Msg. 8 of 11
I do vehicle_unload, but it always gives me a 0. I do vehicle_unload marine1 "", and vehicle_unload marine1 "driver". What am I doing wrong?
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Ermac
Joined: Nov 24, 2006
Pops up from time to time
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Posted: Jun 26, 2008 01:57 AM
Msg. 9 of 11
If it returns a 0, something's not where it's supposed to be. Either the vehicle name is incorrect (not sure if you're trying to use the biped or the vehicle there), or there's no one in the vehicle at the time the command was executed. If it's the first one, and you're using the name of the biped instead of the vehicle - it's not working because there's nothing on the biped to unload.
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Dark Ninja
Joined: May 26, 2008
The internet shows how stupid people are.
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Posted: Jun 27, 2008 02:11 PM
Msg. 10 of 11
How do I load AI onto a vehicle? I've tried different ways, but none work.
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Ermac
Joined: Nov 24, 2006
Pops up from time to time
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Posted: Jun 27, 2008 11:21 PM
Msg. 11 of 11
(vehicle_load_magic <vehiclename> "<name of seat>" (ai_actors <name of squad/encounter>)
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