Replacing the Pelican With a Lifepod?

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wernarner84
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Replacing the Pelican With a Lifepod?

Post by wernarner84 » Sat Mar 27, 2010 5:01 am

Hey, I'm trying to do a mod for the Silent Cartographer. But in the mod, I want to replace the Pelicans in the opening cutscene with Lifepods. I have done it before, I just can't remember which tags to switch... Can anyone help me?
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Mota-Lev
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Re: Replacing the Pelican With a Lifepod?

Post by Mota-Lev » Sat Mar 27, 2010 7:14 am

Its been a long time since I have opened the b30 map. Try in the scnr, mess with some of the pelicans in there till you get the right ones.
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Pielogist
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Re: Replacing the Pelican With a Lifepod?

Post by Pielogist » Sat Mar 27, 2010 7:55 am

d-swap peli with lifepod? o_O

if it doesn't work try d-swapping the model

Noodle
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Re: Replacing the Pelican With a Lifepod?

Post by Noodle » Sat Mar 27, 2010 8:50 am

I think that D-Swapping the peli with anything else crashes the map... well, it did when I swapped it with a UH-60.

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Re: Replacing the Pelican With a Lifepod?

Post by Løki » Sat Mar 27, 2010 9:02 am

You can swap it in scnr.
Originally in Just Under the Radar, you dropped down in a lifepod. It was a pretty cool cut scene.

The only problem was that once the lifepod hit the ground, it would stop for about 10 seconds before flying up and through the cliff wall and magically flying away into the night sky.
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Re: Replacing the Pelican With a Lifepod?

Post by Amy » Sat Mar 27, 2010 9:36 am

And that's a problem?
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Re: Replacing the Pelican With a Lifepod?

Post by Noodle » Sat Mar 27, 2010 11:30 am

^Just my same argument.

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Re: Replacing the Pelican With a Lifepod?

Post by Slapzy » Sun Mar 28, 2010 9:59 pm

^^^Collision, Physics.
Or just edit the cut-scene itself.

There are numerous tutorials out there, go read the stickies.
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wernarner84
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Re: Replacing the Pelican With a Lifepod?

Post by wernarner84 » Tue Mar 30, 2010 5:23 pm

OK, now i have another question:
Is there a way to make AI automatically exit a dropship once it lands? (like how the marines automatically get out of the pelican in the start, but with elites in a covenant dropship)
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Re: Replacing the Pelican With a Lifepod?

Post by Sparky » Tue Mar 30, 2010 6:09 pm

Without scripting, my guess is the vehicle foot effects, or phys.
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wernarner84
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Re: Replacing the Pelican With a Lifepod?

Post by wernarner84 » Wed Mar 31, 2010 5:21 am

I'll try that.
EDIT: Wow, I have alot of campaign problems. I have me and my allies with the same animations and everything. I can enter the side seat or gunner seat of vehicles, but when I drive up to them, they just dive out of the way. I have checked the flag "Gets om Vehicle with Player" and "Disallow Vehicle Combat" is unchecked... I know they should be able to get on because they have the same animations and the string32 is usable for me, but not for the AI... WHY??
TaxiService wrote: Not the mod, but the fact that you did actually learn how to do some basic things! 0_0
I am very happy for you, Human! i hope to see more of you!

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Re: Replacing the Pelican With a Lifepod?

Post by Fortune » Wed Mar 31, 2010 7:26 pm

Covenant can't get in hogs. that's what I'm thinking.
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Re: Replacing the Pelican With a Lifepod?

Post by deadly vision » Thu Apr 01, 2010 1:58 am

yeah. and changing the strings dosent work either. i would just select the actv slots in the hog(the last 2 not the first) and swap with whatever.

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Re: Replacing the Pelican With a Lifepod?

Post by Smythe » Thu Apr 01, 2010 3:20 am

Are they marines or elites?
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Sugarlumps
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Re: Replacing the Pelican With a Lifepod?

Post by Sugarlumps » Thu Apr 01, 2010 3:28 am

Fortune wrote:Covenant can't get in hogs. that's what I'm thinking.
Change the string to G-Driver for Elites.
Last edited by Sugarlumps on Thu Apr 01, 2010 6:37 pm, edited 1 time in total.
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