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Replacing the Pelican With a Lifepod?
Posted: Sat Mar 27, 2010 5:01 am
by wernarner84
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?
Re: Replacing the Pelican With a Lifepod?
Posted: Sat Mar 27, 2010 7:14 am
by Mota-Lev
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.
Re: Replacing the Pelican With a Lifepod?
Posted: Sat Mar 27, 2010 7:55 am
by Pielogist
d-swap peli with lifepod? o_O
if it doesn't work try d-swapping the model
Re: Replacing the Pelican With a Lifepod?
Posted: Sat Mar 27, 2010 8:50 am
by Noodle
I think that D-Swapping the peli with anything else crashes the map... well, it did when I swapped it with a UH-60.
Re: Replacing the Pelican With a Lifepod?
Posted: Sat Mar 27, 2010 9:02 am
by Løki
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.
Re: Replacing the Pelican With a Lifepod?
Posted: Sat Mar 27, 2010 9:36 am
by Amy
And that's a problem?
Re: Replacing the Pelican With a Lifepod?
Posted: Sat Mar 27, 2010 11:30 am
by Noodle
^Just my same argument.
Re: Replacing the Pelican With a Lifepod?
Posted: Sun Mar 28, 2010 9:59 pm
by Slapzy
^^^Collision, Physics.
Or just edit the cut-scene itself.
There are numerous tutorials out there, go read the stickies.
Re: Replacing the Pelican With a Lifepod?
Posted: Tue Mar 30, 2010 5:23 pm
by wernarner84
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)
Re: Replacing the Pelican With a Lifepod?
Posted: Tue Mar 30, 2010 6:09 pm
by Sparky
Without scripting, my guess is the vehicle foot effects, or phys.
Re: Replacing the Pelican With a Lifepod?
Posted: Wed Mar 31, 2010 5:21 am
by wernarner84
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??
Re: Replacing the Pelican With a Lifepod?
Posted: Wed Mar 31, 2010 7:26 pm
by Fortune
Covenant can't get in hogs. that's what I'm thinking.
Re: Replacing the Pelican With a Lifepod?
Posted: Thu Apr 01, 2010 1:58 am
by deadly vision
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.
Re: Replacing the Pelican With a Lifepod?
Posted: Thu Apr 01, 2010 3:20 am
by Smythe
Are they marines or elites?
Re: Replacing the Pelican With a Lifepod?
Posted: Thu Apr 01, 2010 3:28 am
by Sugarlumps
Fortune wrote:Covenant can't get in hogs. that's what I'm thinking.
Change the string to G-Driver for Elites.