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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Warthog to Pelican?

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Author Topic: Warthog to Pelican? (38 messages, Page 1 of 2)
Moderators: Dennis

Halocombatevolved
Joined: Nov 20, 2009

Son, I would've been your daddy, but, nevermind.


Posted: Sep 5, 2010 06:06 PM    Msg. 1 of 38       
What command do I use to attach the warthog "Warthog" to the pelican? "hog_p" ("" is the name of the vehicle.)

EDIT: STILL WATING!
Edited by Halocombatevolved on Sep 5, 2010 at 09:58 PM


Xaos
Joined: Aug 6, 2009

"Aim towards the enemy."


Posted: Sep 6, 2010 03:09 AM    Msg. 2 of 38       
its a cycle of Attach, detaches in a perpetual loop


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Sep 6, 2010 11:28 AM    Msg. 3 of 38       
With script. Use search.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Sep 6, 2010 11:39 AM    Msg. 4 of 38       
If this is a SP map, vehicle_load_magic works just fine.


Halocombatevolved
Joined: Nov 20, 2009

Son, I would've been your daddy, but, nevermind.


Posted: Sep 6, 2010 01:31 PM    Msg. 5 of 38       
Where do I use the Vehicle_load_magic on? I did it on the cargo seat but it said 0, so where do I put it? Or could you show me the the command? (vehicle_load_magic ? ? ?)
Edited by Halocombatevolved on Sep 6, 2010 at 01:32 PM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Sep 6, 2010 01:39 PM    Msg. 6 of 38       
I lied. I meant unit_enter.


Halocombatevolved
Joined: Nov 20, 2009

Son, I would've been your daddy, but, nevermind.


Posted: Sep 6, 2010 01:43 PM    Msg. 7 of 38       
Ok I'll try.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Sep 6, 2010 02:13 PM    Msg. 8 of 38       
Tip for everyone in the tech discussion: Post AFTER you try it. If you post beforehand, it'll mark the thread as read for me, and I won't come back and read your response if you edit it later.


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Sep 6, 2010 03:32 PM    Msg. 9 of 38       
lol yea same here.


killzone
Joined: Sep 3, 2010


Posted: Sep 6, 2010 03:32 PM    Msg. 10 of 38       
use the pelican pickup script maker


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Sep 6, 2010 03:36 PM    Msg. 11 of 38       
lol you did hit the new topic button.


Halocombatevolved
Joined: Nov 20, 2009

Son, I would've been your daddy, but, nevermind.


Posted: Sep 6, 2010 06:59 PM    Msg. 12 of 38       
Sorry... but it worked!


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Sep 7, 2010 12:17 AM    Msg. 13 of 38       
Any way this could be ported over to MP maps? I understand there's the script maker out there...but 1) I have no idea how to use it, though I have a general grasp, and 2) if I'm not mistaken, it only works for a specific area. I'd like a Pelican to be able to pickup a vehicle anywhere in the map, with no bumping (as in a constant update of the attached vehicle's position to the Pelican's hold that makes it appear to bump/jitter too much. Coldsnap has a nice pickup) of the attached vehicle. Lastly, I would assume this could be applied to, say, a Phantom or Spirit using different terms.


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Sep 7, 2010 12:52 AM    Msg. 14 of 38       
would the specific area be a trigger? if so just cover the whole map with this trigger and it should work.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Sep 7, 2010 02:31 AM    Msg. 15 of 38       
That defeats the whole PURPOSE of having a trigger ._________.


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Sep 7, 2010 10:23 AM    Msg. 16 of 38       
it was a suggested solution for the "load a pelican anywhere on the map" problem.


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Sep 7, 2010 11:46 AM    Msg. 17 of 38       
Now I'm confused. What should I do to get the Pelican to be able to pickup vehicles from nay given spot on the map? Setup a bunch of triggers that cover the whole thing?


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Sep 7, 2010 11:48 AM    Msg. 18 of 38       
just setup 1 big trigger that covers the whole map.


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Sep 7, 2010 11:50 AM    Msg. 19 of 38       
Alrighty. I'll need to get a tutorial on triggers. I've been locked in the design stage for the past couple of months. I'm gonna be rusty in other areas. Unless you'd be willing to implement the script...?


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Sep 7, 2010 12:21 PM    Msg. 20 of 38       
yea i don't know anything about scripting. but i could get the script from coldsnap if you want.


flyingpenguin117
Joined: Sep 8, 2010

You must Never, EVER leave a SINGLE BOB ALIVE!!!


Posted: Sep 8, 2010 07:18 PM    Msg. 21 of 38       
the way i do this is, on hugeass:
objects_attach red_pelican cargo h1 gunner in devmode
this can be done on any map, and any vehicles, as long as you know the string entries (NOT the vehicle name) and unless attaching a warthog, use "" as the seat. for examplee, on gm_flatgrass, i attached a scarab to a draco


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Sep 8, 2010 07:33 PM    Msg. 22 of 38       
lol a scarab attached to a draco.


Xaos
Joined: Aug 6, 2009

"Aim towards the enemy."


Posted: Sep 8, 2010 08:22 PM    Msg. 23 of 38       
shame you couldn't use both gunner seats at once, or i'd glue the Mythos to the longsword, with a pelican on top and jets glued to the wings, and maybe a draco for good measure =) then get everyone in gunner seats and fly the darn thing into the jaws of hell, and kill satan himself =D


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Sep 8, 2010 08:25 PM    Msg. 24 of 38       
Quote: --- Original message by: darkassassin14
just setup 1 big trigger that covers the whole map.

NO
ASDF
NO.

There's a reason as to why I objected in the first place. First off, in order to detect whether the warthog is under the pelican, this is WHY we have a trigger volume. IF THE WHOLE MAP WAS COVERED IN A SINGLE TRIGGER VOLUME, the pelican can pick up the warthog NO MATTER WHERE THE WARTHOG IS. If the warthog was on the other side of the map, for instance, it would still be inside that giant trigger volume, so it could magically fly across the map to be attached to the pelican.


flyingpenguin117
Joined: Sep 8, 2010

You must Never, EVER leave a SINGLE BOB ALIVE!!!


Posted: Sep 8, 2010 08:55 PM    Msg. 25 of 38       
Quote: --- Original message by: Xaos
shame you couldn't use both gunner seats at once, or i'd glue the Mythos to the longsword, with a pelican on top and jets glued to the wings, and maybe a draco for good measure =) then get everyone in gunner seats and fly the darn thing into the jaws of hell, and kill satan himself =D

you could sort of do that. i just attached a warthog and a scorpion to a pelican, the pelican to a longsword, and the longsword to a tachikoma. you can still use gunner seats if being carried, but with the longsword, it would all be glued together in a clump. you could add new seats on the wings for the jets, and when i strapped a scarab to a draco, the scarab was on top, so the whole rig would be strapped on that. good idea though, and i might just have to try that...


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Sep 9, 2010 01:13 AM    Msg. 26 of 38       
lol. @gamma: sorry i didn't realize that.


flyingpenguin117
Joined: Sep 8, 2010

You must Never, EVER leave a SINGLE BOB ALIVE!!!


Posted: Sep 9, 2010 05:20 PM    Msg. 27 of 38       
the same thing happens with my objects_attach command. it attaches vehicles (any object actually) from anywhere on the map.


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Sep 13, 2010 10:12 AM    Msg. 28 of 38       
I'm still unclear here...it looks like the reason why Coldsnap and the RPG series only have pickup points at the landing pads is because it'd be a pain to apply triggers to the whole map. Well, if I must apply trigger volumes individually to my map to get the pickup to work, then that's precisely what I'll do (though I'll probably limit it somewhat).

Now tell me: how shall I go about using the pickup script maker? The included tutorial is less than satisfactory, and I'll look for a triggers tutorial later.


Xaos
Joined: Aug 6, 2009

"Aim towards the enemy."


Posted: Sep 13, 2010 07:13 PM    Msg. 29 of 38       
i wonder, you could dive a hog onto the peli pad, fly the peli away, and when you want to, you could just hit Q and pick it up? or does the pelican itself have to be there?


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Sep 13, 2010 08:45 PM    Msg. 30 of 38       
the pelican has to be there.


Xaos
Joined: Aug 6, 2009

"Aim towards the enemy."


Posted: Sep 14, 2010 08:12 AM    Msg. 31 of 38       
thanks, that helps. it'd be cool though. so they both have to be within a certain volume of space to work? what happens if there are 2 vehicles? just grabs the closest i'd imagine. i'm wondering if you can attach more than one, scripted through the same button (or different buttons if need be)

I'd like my frigate to be able to at least carry a few hogs, or a couple tanks. the actual dimensions give enough room to park a pelican, but i dunno if that would be to hard to get in. (i could have it be in a hangar just below the frigate bay, within the trigger field)


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Sep 17, 2010 10:48 PM    Msg. 32 of 38       
wow thatīs a good idea with the frigate thing.


Xaos
Joined: Aug 6, 2009

"Aim towards the enemy."


Posted: Sep 18, 2010 12:48 PM    Msg. 33 of 38       
thanks =D. i'm thinking it'll be better as a half scale, so it'd be around 200m long. supposed to be huge though. This'd mean that i wouldnt be able to carry a pelican, but any suggestions as to what should be a primary vehicle to add? should i add a flying vehicle? just learned in one of the other threads that vehicles can be scripted to spawn attached to another vehicle until used, and return after being abandoned.

Thinking maybe a bumblebee and/or Orbital Drop Pods, if i can find out a way to make the frigate level out and stop mid-air. Since Q is no longer needed for vehicle attach script, i could use it as a full brake system toggle, so you toggle it and the frigate can't tilt up or down, or move in any direction.

it'd mean you could stop over a battlefield and provide supporting fire, and bail out in vehicles if you wanted. still need to find if you can script multiple vehicles, and different types. don't see why not, but i'm no scripter.


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Sep 18, 2010 11:49 PM    Msg. 34 of 38       
i wpuld love to see this in an rpg map.


Xaos
Joined: Aug 6, 2009

"Aim towards the enemy."


Posted: Sep 19, 2010 06:12 AM    Msg. 35 of 38       
thinking of that as a variant, or maybe make it a campaign level. i would love to make it that you need to defend against the covenant boarding parties, then launch an assault on the forerunner platform, and infiltrate the covenant cruiser from there, and maybe destroy it or something.

 
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