
someone not important
Joined: Sep 2, 2007
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Posted: Sep 26, 2008 02:28 PM
Msg. 1 of 5
I don't know myself, but try copying some of the properties from sentinels, engineers, etc.
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corndogman939
Joined: Apr 6, 2007
Using the same avatar since 2007
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Posted: Sep 26, 2008 02:51 PM
Msg. 2 of 5
Give them Redbull.
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Me KS
Joined: Feb 2, 2008
Desire is Reality. Xfire: jetmaster23
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Posted: Sep 26, 2008 03:16 PM
Msg. 3 of 5
Flying is enabled in the biped tags of whatever enemies you want to have flying. Just look for the "flying" section in the biped tag with Guerilla and you should see the values. Most of them are self explanatory. Above all, go to the "$$$BIPED$$$" section and check "flying" in the list of flags. If you get confused about what the values mean, take the values from the monitor or sentinel biped tags and then tweak them.
However, when setting up an encounter in Sapien with these flying covenant, make sure the flying ones are in their own encounter alone and that "3D firing positions" is checked in that encounter's properties. Move the firing positions high so that the flying covenant don't just stay hovering around the ground.
One last thing: in the ".actor" tags of the flying covenant, make sure to check "flying" under the top "flags" section.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Sep 26, 2008 05:59 PM
Msg. 4 of 5
So I can make burdy biped fly? :L
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keeefers
Joined: Jul 14, 2008
xfire-keeefers master chief loves cupcakes:)
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Posted: Oct 12, 2008 02:33 PM
Msg. 5 of 5
if you do it in an ai encounter,check 3d firing positions,and place the firing positions,starting positions and moving positions on the groud below where you want them,and go to the properties pallete and change the Z to higher up like if its like 1.78334 change it to like 3,thats how i made the ranger elites fly
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