
haloduke2
Joined: Mar 25, 2016
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Posted: May 3, 2016 07:50 AM
Msg. 1 of 15
so in the campaign a pelican drops a warthog thats a attached to it could you make a driveble pelican in multiplayer that you can attach and detach warthogs to
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StormUndBlackbird
Joined: Oct 27, 2011
https://youtube.com/StormUndBlackbird
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Posted: May 3, 2016 08:03 AM
Msg. 2 of 15
Coldsnap has a pelican that can do that with the flashlight button.
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haloduke2
Joined: Mar 25, 2016
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Posted: May 3, 2016 08:07 AM
Msg. 3 of 15
Quote: --- Original message by: StormUndBlackbird Coldsnap has a pelican that can do that with the flashlight button. ive played that map and never noticed that
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: May 3, 2016 08:33 AM
Msg. 4 of 15
It is possible to do but the warthogs will be laggy once picked up.
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haloduke2
Joined: Mar 25, 2016
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Posted: May 3, 2016 08:42 AM
Msg. 5 of 15
Quote: --- Original message by: StormUndBlackbird Coldsnap has a pelican that can do that with the flashlight button. it kinda glithy though and not like it is in the campai nthe warthog floats under the peilcan and is not touching it
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: May 3, 2016 08:54 AM
Msg. 6 of 15
Well it's impossible to make it like in campaign.
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haloduke2
Joined: Mar 25, 2016
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Posted: May 3, 2016 09:15 AM
Msg. 7 of 15
Quote: --- Original message by: altis94 Well it's impossible to make it like in campaign. and whys that
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: May 3, 2016 09:21 AM
Msg. 8 of 15
Halo CE has some really old netcode that was basically put in to support dial up. You wouldnt be able to have it go seamlessly unless you rewrite the netcode, which nobody publicly has released.
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lolslayer
Joined: Mar 21, 2015
https://www.youtube.com/watch?v=uMHbAKvPJkU
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Posted: May 3, 2016 04:58 PM
Msg. 9 of 15
Quote: --- Original message by: R93_Sniper Halo CE has some really old netcode that was basically put in to support dial up. You wouldnt be able to have it go seamlessly unless you rewrite the netcode, which nobody publicly has released. Then we should find somebody >:0 Shouldn't somebody like Korhnmann be able to edit the netcode? Actually, what happened to Korhnmann, does he work for 343i now?
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: May 3, 2016 05:13 PM
Msg. 10 of 15
002 has synced velocities and stuff but never finished the mod :I
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: May 3, 2016 07:44 PM
Msg. 11 of 15
Quote: --- Original message by: haloduke2Quote: --- Original message by: StormUndBlackbird Coldsnap has a pelican that can do that with the flashlight button. it kinda glithy though and not like it is in the campai nthe warthog floats under the peilcan and is not touching it and since it's scripted, it can only be done on the specific pads. I wonder if it's possible to dynamically do it though.
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: May 3, 2016 09:20 PM
Msg. 12 of 15
Quote: --- Original message by: Skidrow925Quote: --- Original message by: haloduke2Quote: --- Original message by: StormUndBlackbird Coldsnap has a pelican that can do that with the flashlight button. it kinda glithy though and not like it is in the campai nthe warthog floats under the peilcan and is not touching it and since it's scripted, it can only be done on the specific pads. I wonder if it's possible to dynamically do it though. With OS, or SAPP, its quite easy. OS, just use objects_distance_to_object to see where it is. With SAPP, just directly read the memory to get locations for objects, and compare them. Without OS, and directly scripted into the map, you need to use bipeds. Have multiple bipeds you move along with the pelican, and have them face each other; ai_look_at_object. Then just check whether all the bipeds can see the vehicle you're trying to pickup with objects_can_see_object, and poof.
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WWLinkMasterX
Joined: Mar 29, 2009
subliminal message.
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Posted: May 3, 2016 10:25 PM
Msg. 13 of 15
I would just like to quickly add that with the "old" method (used on coldsnap and some older maps" the pelican con only pick up vehicles in certain "trigger volumes" (the landing pads). In other words, it's not enough that the pelican can pick up vehicles, it can only do so in special areas designated during map creation.
But apparently that's just for the "old" method (Doesn't require external programs, though Kirby's solution seems really elegant).
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: May 3, 2016 10:30 PM
Msg. 14 of 15
Quote: --- Original message by: kirby_422Quote: --- Original message by: Skidrow925Quote: --- Original message by: haloduke2Quote: --- Original message by: StormUndBlackbird Coldsnap has a pelican that can do that with the flashlight button. it kinda glithy though and not like it is in the campai nthe warthog floats under the peilcan and is not touching it and since it's scripted, it can only be done on the specific pads. I wonder if it's possible to dynamically do it though. With OS, or SAPP, its quite easy. OS, just use objects_distance_to_object to see where it is. With SAPP, just directly read the memory to get locations for objects, and compare them. Without OS, and directly scripted into the map, you need to use bipeds. Have multiple bipeds you move along with the pelican, and have them face each other; ai_look_at_object. Then just check whether all the bipeds can see the vehicle you're trying to pickup with objects_can_see_object, and poof. Oh sweet, I'd never have thought of that. Without OS/SAPP, how intensive do you think that would be, both in terms of scripting, and actual gameplay/performance impact? Could you be IN the hog while it's flown? (aka I'm to lazy to script it and want you to do it)
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: May 4, 2016 01:09 AM
Msg. 15 of 15
Quote: --- Original message by: Skidrow925 (aka I'm to lazy to script it and want you to do it) There is nothing stopping you from being in a hog while its carried, although its a lot harder to get in the hog while its being carried. (global object pelican_00_held NONE) ;;Have global variables to keep track of held items. Please note, that if the host uses objects_destroy_all, this can result in an exception if pelicans are carrying items. (script continuous pelican_00_pickups ;;;;;;;;;;;;;;;;; ;; Move items pelican is holding (if (!= pelican_00_held NONE) (begin;;If the pelican is holding something. (objects_attach pelican_00 "cargo" pelican_00_held "") ;;Move it to the pelican's cargo marker (objects_detach pelican_00 pelican_00_held) ;;and release it, so clients see the update )) ;;;;;;;;;;;;;;;;; ;; Worry about Helper Bipeds (if (< (unit_get_health peli_00_helper_00) 1) (begin ;;If hes not in perfect health, remake him (object_create_anew peli_00_helper_00) (ai_attach peli_00_helper_00 braindead_ai_encounter) )) (if (< (unit_get_health peli_00_helper_01) 1) (begin (object_create_anew peli_00_helper_01) (ai_attach peli_00_helper_01 braindead_ai_encounter) )) (if (< (unit_get_health peli_00_helper_02) 1) (begin (object_create_anew peli_00_helper_02) (ai_attach peli_00_helper_02 braindead_ai_encounter) )) (objects_attach pelican_00 "cargo" peli_00_helper_object "core") ;;Don't need this seperate object, but otherwise you need to add the markers to the pelican, and if you continue to use 3 bipeds, will require an object on cargo for the bipeds to look at. (objects_detach pelican_00 peli_00_helper_object) ;;Only need the position; some positioning is actually broken by being attached, so best to detach. (objects_attach peli_00_helper_object "biped1" peli_00_helper_00 "head") (objects_attach peli_00_helper_object "biped2" peli_00_helper_01 "head") (objects_attach peli_00_helper_object "biped3" peli_00_helper_02 "head") (ai_look_at_object peli_00_helper_00 peli_00_helper_object) (ai_look_at_object peli_00_helper_01 peli_00_helper_object) (ai_look_at_object peli_00_helper_02 peli_00_helper_object)
;;;;;;;;;;;;;;;;; ;; Pickup/Dropoff (if (= (unit_get_current_flashlight_state pelican_00) 1) ;;if the pelican's flashlight is on, (if (= pelican_00_held NONE) (cond ;;And it hasnt picked anything up yet. ( (and (objects_can_see_object peli_00_helper_00 pickupable_obj_00 90) (objects_can_see_object peli_00_helper_01 pickupable_obj_00 90) (objects_can_see_object peli_00_helper_02 pickupable_obj_00 90) ;;Could just be 2 bipeds if you so choose. ) (set pelican_00_held pickupable_obj_00) ) ( (and (objects_can_see_object peli_00_helper_00 pickupable_obj_01 90) (objects_can_see_object peli_00_helper_01 pickupable_obj_01 90) (objects_can_see_object peli_00_helper_02 pickupable_obj_01 90) ) (set pelican_00_held pickupable_obj_01) )
(true (unit_set_desired_flashlight_state pelican_00 0)) ;;Must be final condition; if it fails to pick anything up, just turn the flashlight off, so it isnt acting like a vaccum to any vehicles it gets near.
)) ;;Otherwise, flashlights off, drop cargo, if any. (set pelican_00_held NONE) ) ) These tags should help; the helper object it refers to is in here (Although I haven't touched that tag since 2008; idk what sizes those medium, large, supersize, and small are.. its a mystery)You might also be interested in putting a condition, that if the pelican isnt being driven, automatically release the vehicle (So that they dont pick up an enemy, hop out, and then try to shoot the defenseless driver (assuming he doesnt want to hop out, or is being held over a cliff)) (if (= (vehicle_driver pelican_00) NONE) (set pelican_00_held NONE))
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