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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Pelican drop-off

Author Topic: Pelican drop-off (16 messages, Page 1 of 1)
Moderators: Dennis

Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Dec 26, 2008 12:43 PM    Msg. 1 of 16       
How would I script a Pelican to drop off troops?


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Dec 26, 2008 02:32 PM    Msg. 2 of 16       
Recorded animations, I believe.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Dec 26, 2008 03:27 PM    Msg. 3 of 16       
Yea, but how would I use recorded animations?


Mythril
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Screenshot Guru
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Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Dec 26, 2008 03:56 PM    Msg. 4 of 16       
Use the vehicle_load_magic command to load the vehicle with marines, then position a trigger volume where the pelican is going to come down, sleep a script until the pelican is in that trigger volume which uses the vehicle_unload command to drop the allies off.

But you'll have to position the pelican carefully so that the recorded animation doesn't smash into walls and such.

To import recorded animations, in Sapien, File-> Import Recorded Animations. Find a a10-d40 scenario and load it. Then scroll down to Game Data-> Recorded Animations, and you have a whole list.

To get a recorded animation to play, use the recording_play <vehicle name> <recorded animation>

E: Fixed for easier reading.
Edited by Mythril on Dec 26, 2008 at 03:57 PM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Dec 26, 2008 06:19 PM    Msg. 5 of 16       
How would I stop an animation? Like force it to stop playing?
Edited by Gamma927 on Dec 26, 2008 at 09:15 PM


Mythril
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Screenshot Guru
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Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Dec 27, 2008 02:08 AM    Msg. 6 of 16       
recording_kill


Vick Jr
Joined: Jun 26, 2008

Well enough alone...


Posted: Dec 29, 2008 11:51 AM    Msg. 7 of 16       
Could command lists work as well? What's the advantage or animations?


DarkZealot
Joined: Jan 1, 2008

Time management: 40% Xbox, 30% PC, 30% Skating


Posted: Dec 29, 2008 11:52 AM    Msg. 8 of 16       
Quote: --- Original message by: Vick Jr
Could command lists work as well? What's the advantage or animations?


It would work, but you better train those AI well, because them and vehicles is a recipe for disaster.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Dec 29, 2008 03:08 PM    Msg. 9 of 16       
Yea, I won't be using command lists. I've tried letting them alone for a few minutes, and they span around in circles, stopping occasionally to rest, and then continued. Also, their head sticks right through the cockpit, so I will not be using AI to fly. But is there any way to make your own animation, because the only ones I found don't fit well in Blood Gulch. The best I found was x10_pelican_2_in, but then, I have to cut it, and kick out the ODSTs from the Pelican before the AI has time to have some flying fun.


Mythril
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Screenshot Guru
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Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Dec 29, 2008 05:05 PM    Msg. 10 of 16       
Sadly, the coding to make custom recorded animations was removed..


sierra117
Joined: Jan 10, 2008

If sex is good exercise, why are there fat sluts?


Posted: Dec 29, 2008 08:26 PM    Msg. 11 of 16       
=( but u could kill the animation and then make it start a new one.

i had one that fits in bloodgulch. cant remember though. it work around where the tank on the blue base spawn but after a while it hits a wall. so i made it happen as a pickup and recording_play_and_delete was the command.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Dec 29, 2008 09:10 PM    Msg. 12 of 16       
Yea, I did cut it, but then if i waited a little for it to land, then the AI driver would take over. Unless there's only a hover animation? Besides, I think it fits ODSTs more, hurling them out of Pelicans 50 feet in the air...


sierra117
Joined: Jan 10, 2008

If sex is good exercise, why are there fat sluts?


Posted: Dec 29, 2008 09:24 PM    Msg. 13 of 16       
there isnt a hover animation but you can make pelicans and other vehicles hover.

(vehicle_hover YOURVEHICLE true/false)

for example:

(vehicle_hover pelican true)


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Dec 29, 2008 09:33 PM    Msg. 14 of 16       
Would the AI have any control whatsoever?


Ermac
Joined: Nov 24, 2006

Pops up from time to time


Posted: Dec 30, 2008 12:46 AM    Msg. 15 of 16       
Nope.


sierra117
Joined: Jan 10, 2008

If sex is good exercise, why are there fat sluts?


Posted: Dec 30, 2008 09:08 PM    Msg. 16 of 16       
the vehicles_hover command just stops the vehicle from what ever its doing (so put after your recorded animation) and make the vehicle hover from where it is for how long you want it. so make it vehicle_hover true then vehicle_hover false tright after each other so it doesnt end up hovering at all. but lets it play another recorded animation. but you could add commands between them so it waits till they're completed then does what ever.

 

 
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