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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Marines refuse to enter Pelican (Help).

Author Topic: Marines refuse to enter Pelican (Help). (5 messages, Page 1 of 1)
Moderators: Dennis

shadowce9
Joined: Mar 13, 2010

Learning Halo CE Scripting.


Posted: Apr 15, 2010 08:44 PM    Msg. 1 of 5       
I'm writing a basic firefight script, and I want some odst's to spawn, then the pelican to spawn, then I want the odsts to get into the pelican and continue with the custom_animation. However...


(script static void peli1_drop
(custom_animation peli_1 levels\test\tutorial\peli1\peli1 peli1_enter 1)
(sleep (unit_get_custom_animation_time peli_1))
(custom_animation peli_1 levels\test\tutorial\peli1\peli1 peli1_down 1)
(sleep (unit_get_custom_animation_time peli_1))
(custom_animation peli_1 levels\test\tutorial\peli1\peli1 peli1_hover 1)
(begin_random (begin (vehicle_unload peli_1 "P-riderLF" )(sleep 5 ))
(begin (vehicle_unload peli_1 "P-riderRF" )(sleep 5 ))
(begin (vehicle_unload peli_1 "P-riderLM" )(sleep 5 ))
(begin (vehicle_unload peli_1 "P-riderRM" )(sleep 5 ))
(begin (vehicle_unload peli_1 "P-riderLB" )(sleep 5 ))
(begin (vehicle_unload peli_1 "P-riderRB" )(sleep 5 )))
(sleep (unit_get_custom_animation_time peli_1))
(custom_animation peli_1 levels\test\tutorial\peli1\peli1 peli1_exit 1)
(sleep (unit_get_custom_animation_time peli_1))
(object_destroy peli_1)
)


(script dormant wave2
(wake obj2)
(sleep 300)
(if (= (game_difficulty_get) impossible) (ai_place wave2_legend))
(ai_place wave2)
(ai_place peli1_pas)
(object_create_anew peli_1)
(vehicle_load_magic peli_1 "passenger" (ai_actors peli1_pas/passengers ))
(peli1_drop)
(ai_magically_see_players wave2)
(sleep_until (= (ai_living_count wave2) 0) 15)
(game_save_no_timeout)
(wake wave3)
)



I setup an ai encounter (peli1_pas) and a squad named "passengers". Then I made 6 spawn points for my odst's squad.
With the (vehicle_load_magic peli_1 "passenger" (ai_actors peli1_pas/passengers )) command, I want the odst's to get into the pelican (named peli_1). The custom animations play fine, but there are no marines in the pelican as it lands to drop them off. Any effective way to get them into the pelican and leave? Do I have to setup a squad for each odst's seat?

Thanks in advance. By the way, my script is much longer, this is just a part of it.

Edited by shadowce9 on Apr 15, 2010 at 08:46 PM


deadlyfighter1000
Joined: Jan 11, 2009

Constantly a threat.


Posted: Apr 15, 2010 09:37 PM    Msg. 2 of 5       
Do your ODST's have animations to enter the pelican?


shadowce9
Joined: Mar 13, 2010

Learning Halo CE Scripting.


Posted: Apr 15, 2010 10:28 PM    Msg. 3 of 5       
Yep, the odst's use the default marine animations. So yes, they have the animations to enter the passenger seats of the pelican.


shadowce9
Joined: Mar 13, 2010

Learning Halo CE Scripting.


Posted: Apr 16, 2010 03:39 PM    Msg. 4 of 5       
Thank you, L0d3x! But, how do I know which is the correct seat name of the vehicle? I checked the pelican in Guerilla but all I see are the seat labels for each individual seat.

EDIT: I just noticed something. I remember that on your map, b40_firefight, you can activate a script which deploys back up if your marines are dead by using a device. How did you do that?
Edited by shadowce9 on Apr 16, 2010 at 04:04 PM


deadlyfighter1000
Joined: Jan 11, 2009

Constantly a threat.


Posted: Apr 17, 2010 11:18 AM    Msg. 5 of 5       
Just rider also works for the pelican. And passenger for the dropship.

 

 
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