Quote: --- Original message by: Halo CE Noob Modder117
Cheers Hamster. You're one helpful and knowledgeable person. So basically I'm starting to think it has something to do with my frames. I got it to 1.09 and are playing it at 30FPS. I'm using a powerful gaming computer so unless that effects it I dunno. Its just that damn slight movement. I mean it's barely noticeable.
I'm just shocked how when recording, even by using the dev command to hover BEFORE starting the recording, it doesn't record the hover and records it as if it is predicting how and where the pelican is slowly drifting.
What I did- Landed the pelican over a spot, put in the hover command. I then pressed '0' (which is my record key) and began recording my dropship sitting there for about 30seconds. I then made the hover false and started to fly away before ending my recording. Upon testing the animation, the pelican spawns and then begins to move backwards VERY VEEEEERY slowly (barely noticeable) before doing the rest of the flight. I just don't get how the recorder isn't picking up that the pelican wasn't moving at all. Strange...
Side question- I havn't got to that stage yet, as I used my script to evac AI rather than drop off, how would I go about having a marine actor variant spawn seated inside whatever chair label in the pelican? random thought example- create_ai marine1 pelican_seat_LB something like that?
EDIT: Well I got them in all the seats, now my problem is getting them out. I've experimented with some existing scripts but for some reason, only 4 out of my 10 seats are emptying. I have all the seats listed correctly copied and pasted from the script to put them in the seats initially but now I cannot get them to exit those seats...
Edited by Halo CE Noob Modder117 on Aug 17, 2018 at 12:57 PM
Recorded Animations are only player input. It doesn't actually record any game data, it just records what input the player gave on their input device, and plays those same commands on whatever unit it may be. You can run the same recording on a dropship, ghost, grunt or even the player themselves, it'll all respond the same way (albeit with vastly different results due to acceleration, max speed and turning radius values)
Here's how you do recorded animations;
Open Sapien, place a flag. Call it peliflag1. Place it outside the playable area of the map, where the player is unable to see if a pelican magically spawned there. ROTATE THE FLAG TOWARDS WHERE YOU WANT TO FLY.
Place a pelican, call it pelican1. Place it outside the map, and select "do not create automatically"
In game, run the command (object_create pelican1), and debug_cam and cheat_teleport_to_camera to get next to the pelican and inside the driver seat, or use (vehicle_load_magic pelican1 "w-driver" (players)). Now inside the pelican's driver seat, run the command (object_teleport pelican1 peliflag1).
You'll notice the game has you facing where the flag is, but that your pelican is still looking where it was before. Rotate the pelican towards the flag's orientation. Run the object_teleport command again. Adjust the pelican again towards the flag's orientation, run object_teleport, repeat until it's pretty much perfect.
As soon as you have the orientation right, run object_teleport, and JUST as you hit ~ to get back ingame, press your recording button.
Fly the pelican to where the drop will be. Use a controller. When you're over the area you want to be at, hold crouch to lower yourself. Sit in a lowered position for approximately 5-10 seconds. Press jump to raise yourself. Once a decent amount above the ground and any trees or obstacles, fly off outside of the map where the player can't see you. Once outside immediately hit the record button.
Now you can do the above (recording_play) and (recording_time) commands to get the pelican to complete it's full flight;
(object_teleport pelican1 peliflag1)
(recording_play pelican1 pelicanrecording1)
(sleep_until (> 450 (recording_time pelican1)) 5)
(vehicle_unload pelican1 "")
(sleep_until (= 0 (recording_time pelican1)) 5)
(object_destroy pelican1)
Also, for the pelican don't label the seats. Use (ai_place marines) and (vehicle_load_magic pelican1 "" marines) You probably will end up with a marine inside the driver seat, but they're invisible and when you use (vehicle_unload "") later they'll all pop out anyway. If you want to avoid this, name the pelican's driver seat "HaloCENoobModder117" after you've done the recordings, and no character will be able to get inside the driver seat. Since you play the animation directly on the vehicle that won't cause any issued.
Edit
Dropship DebuggingWraith DropoffsWatch those videos. No tutorials there, just me working on Mombasa, but it should at least give you the framework of what should be going on.
Edited by DeadHamster on Aug 17, 2018 at 03:55 PM