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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Vehicle Loading

Author Topic: Vehicle Loading (8 messages, Page 1 of 1)
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Mysterion
Joined: Aug 9, 2008

Nice shot, but too bad your @$$ just got SACKED!!!


Posted: Mar 14, 2009 03:55 PM    Msg. 1 of 8       
Trying to get some Spartans to jump in a Scorpion, but won't, at least initially. When they first spawn, they will walk past the tank like it's not there, and get killed in a battle. At this point, they respawn then get into the tank and do as they should. How do I get them into the Scorpion immediately without using load magic?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Mar 14, 2009 03:56 PM    Msg. 2 of 8       
(unit_enter_vehicle)

Syntax is:

(unit_enter_vehicle [name of unit] [vehicle] [vehicle seat])


Of course, I could be wrong.


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Mar 14, 2009 04:13 PM    Msg. 3 of 8       
Quote: --- Original message by: Gamma927
(unit_enter_vehicle)

Syntax is:

(unit_enter_vehicle [name of unit] [vehicle] [vehicle seat])


Of course, I could be wrong.


That does the same thing as "vehicle_load_magic", only with different arguments.

This command tells the AI to go to the vehicle and load in:

(ai_go_to_vehicle "ai" "unit" "string")
tells a group of actors to get into a vehicle, in the substring-specified seats (e.g. passenger for pelican)... does not interrupt any actors who are already going to vehicles

So, "ai" is the name of your encounter, or encounter name and squad name with a "/" in between: (encounter/squad). "unit" is the name of the vehicle, and "string" is the marker name of the seats. You can find the "marker name" in the vehicle tag just under "label". You can use partial names to include a group of seats rather than one exact seat. For example, the pelican's seat marker names are "passenger left front, passenger right front, etc." but you can type in "passenger" to include all seats whose marker name starts with "passenger".
Edited by Me KS on Mar 14, 2009 at 04:13 PM


Mysterion
Joined: Aug 9, 2008

Nice shot, but too bad your @$$ just got SACKED!!!


Posted: Mar 14, 2009 06:50 PM    Msg. 4 of 8       
If I want to change the color of my spartan's armor, which file and shader property do I need to modify?


Ermac
Joined: Nov 24, 2006

Pops up from time to time


Posted: Mar 14, 2009 07:14 PM    Msg. 5 of 8       
Two ways: In the actor variant tag itself, or in the biped tag.

The biped tag will get more of a result, so I'll tell you how to do it there:

In all Spartan actor variant tags, go and delete all data relevant to color, so it does not interfere with the biped's coloring.

This should reset the biped to either being green (like Master Chief), or white, I forget which. In any case, you are simply going to the color section in the biped tag. Switch to C, and set whatever color you want in the permutation section.


Mysterion
Joined: Aug 9, 2008

Nice shot, but too bad your @$$ just got SACKED!!!


Posted: Mar 14, 2009 11:37 PM    Msg. 6 of 8       
Should the loading script be used on one AI character at a time, or can it be used on an entire encounter for several vehicles?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Mar 14, 2009 11:40 PM    Msg. 7 of 8       
For ai_go_to_vehicle, it can be used by the whole encounter. Just use "" instead of a seat, so the AI will fill up any avalible seats. For unit_enter_vehicle, it's only for one biped. If you want to use the entire encounter, you must use vehicle_load_magic. Syntax is:

(vehicle_load_magic [name of vehicle] [seat name] (ai_actors [name of AI encounter]/[name of AI squad]))


Mysterion
Joined: Aug 9, 2008

Nice shot, but too bad your @$$ just got SACKED!!!


Posted: Mar 15, 2009 02:12 AM    Msg. 8 of 8       
I found my problem...I had been using scorpion_driver instead of scorpion-driver!

 

 
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