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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Scripting help needed: Pelican drops and pickups

Author Topic: Scripting help needed: Pelican drops and pickups (4 messages, Page 1 of 1)
Moderators: Dennis

Mini0013xx
Joined: Dec 4, 2011

I aim to entertain


Posted: Dec 2, 2012 11:12 PM    Msg. 1 of 4       
Before we begin, yes, I'm a scripting noob. My knowledge spans to spawning actor_variants. That's it.

Now, I would like to know how to make a pelican fly in the air, land and drop the player off. I would also like to know how a pelican can drop down actor_variants off, and how a pelican can pick up the player.

Thank you for your time if you decide to help. It might not even be scripted (I don't know at all).

Well, thank you.


game user10
Joined: Dec 9, 2011

Who is the Overseer?


Posted: Dec 3, 2012 03:46 AM    Msg. 2 of 4       
For the scripts, you could try posting in the scripting thread.
To make the pelican fly, try the Animation recorder.


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Dec 3, 2012 02:19 PM    Msg. 3 of 4       
Download this, place it in your HCE folder (backup your original strings.dll)

in your vehicle tag, make sure you can drive the pelican (either add p-driver to the player, or change the seat label to w-driver). Place the vehicle wherever you plan to start. Load the map as SP in devmode, keep the dev console open to keep time frozen. After the map is fully loaded, vehicle_load_magic peli_object_name "" (players)
close devmode, hit the button you hooked recorded animations to, and begin driving immediatly. When you reach your destination, click the recorded animation button twice (once to stop the first one, once to start the next one from the same location), now fly away to somewhere hidden, and hit it again.

Open your scenario file in the program it comes with, inject all the RA's you've created. Now, when scripting a drop off, you have to decide whether its forcing the player out of the pelican or not when it lands, or, simply waits until the player has exited before leaving.
(script dormant pelican_dropoff
;;Implies pelican has already been loaded and freshly created. use object_create_anew, and vehicle_load_magic if it hasnt.
(unit_set_enterable_by_player peli_object_name false) ;;Don't want them hoping in of their own free will, only scripts.
(recording_play_and_hover peli_object_name insertion_recorded_animation_name)
(sleep (recording_time peli_object_name))
(begin_random
(begin (unit_exit_vehicle (unit (list_get (ai_actors encounter\squad_1) 0))) (sleep 30))
(begin (unit_exit_vehicle (unit (list_get (ai_actors encounter\squad_2) 0))) (sleep 30))
(begin (unit_exit_vehicle (unit (list_get (ai_actors encounter\squad_3) 0))) (sleep 30))
(begin (unit_exit_vehicle (unit (list_get (ai_actors encounter\squad_4) 0))) (sleep 30))
(begin (unit_exit_vehicle (unit (list_get (ai_actors encounter\squad_5) 0))) (sleep 30))
(begin (unit_exit_vehicle (unit (list_get (ai_actors encounter\squad_6) 0))) (sleep 30))
)
(sleep_until (not (vehicle_test_seat_list peli_object_name "p-riderlf" (players))) 15)
(vehicle_hover peli_object_name false)
(recording_play_and_delete peli_object_name insertion_exit_recorded_animation_name)
)

Picking up would basically be the same, except its waiting until the player is in, and the unit_set_enterable wouldnt be there (since you want them to be able to hop in)
If you just want to kick everyone out at once, (vehicle_unload peli_object_name "") you can also use this with seat names to kick people out of exact seats.


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Dec 9, 2012 08:56 AM    Msg. 4 of 4       
hey its a better alternative to having to animate them by hand. its actually not that bad

 

 
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