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

Author Topic: Vehicle question (11 messages, Page 1 of 1)
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olly12345
Joined: Jul 30, 2008


Posted: Dec 11, 2012 02:52 AM    Msg. 1 of 11       
That's because the dropships gun isn't part of the vehicle, it's an AI attached to the bottom of the spirit.

I think there's a version on halomaps that has the turret as the vehicle, but i'm not sure.


Tape City
Joined: Nov 14, 2012

New Flyer 2306: The Howler Monkey Bus


Posted: Dec 12, 2012 02:59 PM    Msg. 2 of 11       
Quote: --- Original message by: Rododo

I tried to make it as a vehicle, but my experiments got odd results... In one it disappeared, in one I someway made it the driver (IDK how, not with the flag, anyway) and it started to fly all around the map

EDIT: It kind of works now, but it still have a few problems
What did I do: I created a new vehicle with model\model animations\model collision geometry of the gun. When you try to enter the gunner seat of the dropship (now it is empty, no more built-in gunner) a script makes you enter into that vehicle I created and then makes that vehicle enter the gunseat of the dropship




(script continuous gunner
(if
(vehicle_test_seat_list dropship "GT-gunner" (players ))
(begin
(vehicle_unload dropship "GT-gunner")
(vehicle_load_magic gun GT-gunner (unit (list_get (players) 0)))/(unit_enter_vehicle (unit (list_get (players )0 )) gun "GT-gunner") <== tried both with the same result
(unit_enter_vehicle gun dropship "GT-gunner")
)
)
)

It works almost fine, but... I cannot shoot =| does anyone know why...?
Edited by Rododo on Dec 11, 2012 at 07:03 AM


If you still have the spirit that is flying on it's own. Can I have a copy?


Tape City
Joined: Nov 14, 2012

New Flyer 2306: The Howler Monkey Bus


Posted: Dec 13, 2012 08:27 AM    Msg. 3 of 11       
Quote: --- Original message by: Rododo
I do not have it anymore, but... If I had to guess what did I do, I'd say I did just put the gun in the driver's seat

(look down in the dropship seats. Find the driver one, it should be easy. Then, scroll down a little and find its "built-in gunner" flag. Then put something there)


Thanks for the help and info. once i get through camtrack arena insane i will try to make it my self for intermodal_yard if possible.


Tape City
Joined: Nov 14, 2012

New Flyer 2306: The Howler Monkey Bus


Posted: Dec 13, 2012 08:37 AM    Msg. 4 of 11       
Quote: --- Original message by: Bacon_grease
Quote: --- Original message by: olly12345
That's because the dropships gun isn't part of the vehicle, it's an AI attached to the bottom of the spirit.

I think there's a version on halomaps that has the turret as the vehicle, but i'm not sure.


There was one in the map "ice wing"


I have that map on my other computer. WIll look into that soon.


clonecam117
Joined: Dec 11, 2012

Now a professional VFX/particle effect artist.


Posted: Dec 13, 2012 11:28 AM    Msg. 5 of 11       
I don't really know if it's even possible...


HaloExtreme117
Joined: May 5, 2012

~Gone~


Posted: Dec 13, 2012 11:28 AM    Msg. 6 of 11       
Quote: --- Original message by: Rododo
scripts do not sync
Edited by Rododo on Dec 13, 2012 at 11:19 AM


Uh, yes they do. It's only some aspects that don't sync, but most do.

Anyways, if you used OS to find out the local player's number, then store that in a script static (unit) and reference that instead of (unit (list_get (players) 0))) it'll sync just fine.


HaloExtreme117
Joined: May 5, 2012

~Gone~


Posted: Dec 13, 2012 11:37 AM    Msg. 7 of 11       
Quote: --- Original message by: Rododo
For now, my first goal is just to solve this unboardable glitch someway. If I don't, the problem will be to get on the dropship, not to make the gunner seat to work XD I am starting to think that I will just have to edit the 3d model and attach that goddarn gun just as it was done with the warthog, but I deeply hate GMax and have no clue on how to do this and edit the model animation trigger =|

Object_teleport and object_attach break vehicles, iirc. See if you can enter it before it is attached.


HaloExtreme117
Joined: May 5, 2012

~Gone~


Posted: Dec 13, 2012 11:54 AM    Msg. 8 of 11       
Quote: --- Original message by: Rododo
Sorry for ignorance, what's IIRC for...? And about the breaking thing, the teleport script always worked fine for me. About the object_attach, I've been using it today for the first time, but, as far as I have tried, the only glitch was this one I told you about.

IIRC = If I Remember Correctly.

Of course the scripts functions work, but I know for a fact that object_attach can break vehicles. If you use a continuous script to attach and detach the gun constantly, then it will work.


HaloExtreme117
Joined: May 5, 2012

~Gone~


Posted: Dec 13, 2012 12:40 PM    Msg. 9 of 11       
Quote: --- Original message by: Rododo
I really don't like those ways to pass around a thing in a script... I like, as you can see in every single thing I posted, short, straight and direct scripts, nothing more than 3/4 lines, to what has to be done. The more complicated, the buggier, IMHO. BTW, it is worth to give it a try.

'The more complicated, the buggier'
Gonna have to totally disagree with you there, especially since it's the only way to do it.


clonecam117
Joined: Dec 11, 2012

Now a professional VFX/particle effect artist.


Posted: Dec 13, 2012 03:11 PM    Msg. 10 of 11       
lol never mind, perhaps it IS possible. im such a newb.


LegionofShadows
Joined: Jul 10, 2011

The Red Pill is strong in this one.


Posted: Dec 13, 2012 06:40 PM    Msg. 11 of 11       
I wish you good luck on your endeavour, sir. You have achieved a truly great feat. May other modders and mappers, but not rippers (we don't want Altheros) use your expertise to fashion a truly beautiful map or mission.

Would you perhaps like to try this with the Longsword, and then release both? I've always wanted the hatch on the longsword to open without me hopping out.

Farewell, pioneer of the future.

 

 
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