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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Ai Pelican ?

Author Topic: Ai Pelican ? (7 messages, Page 1 of 1)
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ManuGod
Joined: Nov 13, 2009


Posted: Nov 17, 2009 06:31 PM    Msg. 1 of 7       
Is there a way or a script or anything else so I can make fly a pelican by an ai ?
I mean something like this http://www.youtube.com/watch?v=uRlvVjgNc64
If no where can I find a tutorial on how to make the appropriate animation ?
Just to say I want to make my pelican to drop troop and go away...


sargejohnson
Joined: Apr 20, 2009

Shall we play a game?


Posted: Nov 17, 2009 09:30 PM    Msg. 2 of 7       
i ain't sure about how to move the pelican to a place where you want it to drop troops, but you can script the pelican to unload its troops.
Also, you can make a pelican fly using an AI .actor_variant ( i have done that quite a few times in fact, though i screw up most of them), but if not done properly, they will:
fly into walls
crash straight into the ground
fly in circles, among other things

you can use vehicle_load_magic or ai_go_to_unit (or whatever this command is, i can't remember well) to make an AI enter any vehicle including pelis, so long as they have the animations for the peli's pilot seat.


ManuGod
Joined: Nov 13, 2009


Posted: Nov 17, 2009 10:08 PM    Msg. 3 of 7       
Ok !
And if I want to make a jma animation for this porpuse,where can I find a good tutorial ?
The only one about thsi I found have dead links...
Edited by ManuGod on Nov 17, 2009 at 10:10 PM


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Nov 18, 2009 12:53 AM    Msg. 4 of 7       
There are a couple of methods to make the pelicans fly:

-Custom animations are useful if you know exactly how to do them. I'm unsuire of rthis, could anyone explain it further.

- Recorded Animations have to be imported into the level and have to be tested. They are the animations used in Bungie's original campaign scenarios. Play them with the recording_play command.

- AI driving on command lists. Not advisable unless you're good in AI manipulation and tagging.

Once you've gotten the pelican to fly and land correctly using any of the above, load AI into it using vehicle_load_magic. Time your script so that when the pelicsan reaches its landing point, it will drop off the AI using the vehicle_unload command.
Edited by Polamee on Nov 18, 2009 at 12:54 AM


ManuGod
Joined: Nov 13, 2009


Posted: Nov 18, 2009 07:45 PM    Msg. 5 of 7       
Can I open a map with 3ds max ? I would use that to make a more accurate animation...


sargejohnson
Joined: Apr 20, 2009

Shall we play a game?


Posted: Nov 18, 2009 11:43 PM    Msg. 6 of 7       
you can't open a .map file or .scenario file with 3ds max, but you can use 3ds max to create custom animations though, then you import those anims into the map.
Edited by sargejohnson on Nov 18, 2009 at 11:44 PM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Nov 18, 2009 11:59 PM    Msg. 7 of 7       
You can import the scenario structure BSP, and use that as a reference for animating. Just remember to export as JMW (world relative animation).

 

 
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