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PELICAN WITH FULL COLLISION
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| Blu3 1ightning ![]()
| PELICAN WITH FULL COLLISION ok guys this is a tut that i wrote on how to spawn a fully flyable pelican with full collision ================================================== ================================================== ==== things needed for this tutorial -insolence -entity first thing i will start with is spawning a new itmc so that u can have all ur vehicles plus the pelican ------------------------------------------------------------------------------------------------------- -entity step 1)ok so you open your map and go down to itmc in the itmc tag click on one thing like multyplayer\powerups\ammo_rocket_launcher then right click and press duplicate then it make a copy of it. ![]() step 2)next u open up the itmc that you just made and in entity in the box on the right that says item permutation right click then go down to display then idents. then it says item[o] right click that then click swap.Swap it to a vehicle like the wraith or something. ![]() step 3)scroll down to the scnr tag and click it.then in the box on the right, right click and press clone chunk.In the clone chunk box scroll down to netgame equipment and pick something like the rocket click it then on the right where it says amount of chuncks=20 change 20 to how ever many things u want and press clone then press add meta to map ![]() step 4)go back to scnr and in the right hand box right click and go to display idents.then if u cloned the rocket go down to itmc's(still under scnr) and find the rocket like multiplayer\powerups\ammo_rocket_launcher and change that to the itmc u made earlyer(if u made 5 rocket launcher clones then u swap 5 and there should be 1 rocket left alone) ![]() CONRATS U JUST SPAWNED A NEW ITMC THAT SPAWNS SOMETHING LIKE A WRAITH (NOTE WILL HAVE TO BE MOVED LATER IN THE ENTITY BSP VIEWER AND AFTER IT IS MOVED IN BSP VIEWER THEN U HAVE TO CHANGE THE ITMC TO A PELICAN BECAUSE THE PELICAN DOESNT SHOW IN THE BSP VIEWER) __________________________________________________ __________________________________________________ __________________________________________________ ______________ Next is making a mach for the pelican to spawn on if your map doesnt have one or its not big enough -ENTITY ok i am using coag and delta approach step 1)open delta approach and go down to mach and find scenarios\objects\solo\deltatemple\bridge\bridge click it then on the right side of entity where it says recursive parsed and sounds press all three of those and press save(i saved mine as mach\bridge)save it then close that map.then open map and press build in the bottom right corner of entity it brings a screen up find the folder that u saved the bridge to and go into that folder and finde the bridge.info and press open ![]() ![]() ![]() step 2)make another itmc and swap the itmc to scenarios\objects\solo\deltatemple\bridge\bridge CONRATS U JUST SPAWNED A NEW ITMC THAT SPAWNS SOMETHING LIKE A WRAITH (NOTE WILL HAVE TO BE MOVED LATER IN THE ENTITY BSP VIEWER) __________________________________________________ __________________________________________________ __________________________________________________ ______________ injecting the pelican -INSOLENCE Step-1 Open Maps First, open Insolence. Now, open the multiplayer map in which you would like to play with the driveable pelican. Also open 05a_deltaapproach.map. Step-2 Drag and Drop To add the vehicle you must drag over the vehicle pelican. It will drag over the other pelican vehicles for you. Navigate your way to the pelican under the vehi tag. Drag and drop it from 05a_deltaapproach.map to your map that you want the pelican in. Step-3 MoveBox Each time you drag & drop a tag, a small status box will pop up to give you information about what the program is doing while you wait. The longest part is usually "Relinking" and it may seem like it froze.. It didn't, it just has to do a lot of file reading & writing at this point, so let it be. When the move is done, the box will go away. Step-4 Close unneeded maps Close 05a_deltaapproach.map Step-5 Fix Seats Since this vehicle was made for campaign you are going to need to change many string indincies. Select the pelican vehicle and double click it. Then underneath the change plugins there should be the following text "IFP Plugin-"Vehi"Edit mode". Click it and it will change and say "IFP Plugin-"Vehi"Dev mode". From there go to Unknown 11 under Reflexives. Underneath the words "Author: Iron_Forge" There is a drop down bar with and arrow on the right side with a bunch of numbers. We will only need to edit 0-11. Under the 0 change the first string ID to "warthog_d". Then you are done. Go to 1, and change the first string ID to "spectre_p_r". Do the same for 2-10. For number 11 change the first string ID to "warthog_g". Step-6 Adding the pelican First go to 'map options' in the upper left corner and go to 'sort by path'. Then click multiplayer, and select "multiplayermultiplayer_globals.mulg". Double click it. Got to Dev mode and choose unkown 2. Choose uknown 2 under that, and choose number 2 in the upper left drop down box. Double click the ID and change it to pelican, you can do the same for number 3, then there are no more tanks, only pelicans. Step-7 Fix encryption Go to 'map options' in the upper left, and click 'fix map signature' and wait 10-20 seconds, usually less. Then ftp it over to your xbox and enjoy. __________________________________________________ __________________________________________________ __________________________________________________ ____________ im not going to go into how to move the things you just created with the bsp viewer WHOLE TUT WRITTEN BY MATT BREWTON EXCEPT FOR THE PELICAN INJECTION PART CREDIT GOES TO ME MATT BREWTON AND FLAVE FOR HELPING ME GET TO WHERE I AM AT IN MODDING TODAY AND WHO EVER WROTE HOW TO INJECT THE PELICAN | ||||||
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| | #3 (permalink) | ||||||
| 7S Enthusiast
Join Date: Apr 2007
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Nominated 0 Times in 0 Posts TOTM Award(s): 0 ![]() | Hey thanks for the thread, but can you add sounds to the pelican. I dont like hearing clicking noises when im driving it around. | ||||||
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| | #6 (permalink) | ||||||
| Back for a bit ;p ![]()
Join Date: Apr 2006
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Nominated 0 Times in 0 Posts TOTM Award(s): 0 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | It's not full collision... The title should be "Spawn a Still Pelican." It just has collision against object: mach, proj, ect. Not BSP collision, so it isn't full. | ||||||
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| | #8 (permalink) | ||||||
| Novice
Join Date: Jul 2006
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Nominated 0 Times in 0 Posts TOTM Award(s): 0 ![]() | i did that but something went way wrong, you couldnt get in it, it killed me everytime i got near it and somehow my eeprom got banned after i signed onto live with it. any idea what i did wrong anyone. | ||||||
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| | #9 (permalink) | ||||||
| Novice
Join Date: Sep 2006
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Nominated 0 Times in 0 Posts TOTM Award(s): 0 ![]() | yer after you signed on to live ur live acc has had it as for the going near it and dieing thats normal well it happens to me Last edited by !!Guy_who_wants_more!!; 07-02-2007 at 05:37 PM. | ||||||
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| | #12 (permalink) | ||||||
| Novice
| this is pretty cool, but still glitchy. and for everyone like gmannomoney, dont transfer the pelican over with insolence, because it sucks and always freezes or takes a rediculously long time. intead, just stick with entity, and when you open the SP map with the pelican, just save the pelican, open your MP map and click build, then find the pelican you saved. it takes like 2 minutes compared to the 2 days on insolence. then just use dothalo to change the meta offset of the duplicated vehicle to the pelicans offset. there ya go!!!! this method should be used for all object transfers, including bipeds and such. feel free to thank me ![]() oops, i forgot, u have to check recursive and parsed before u save the pelican. hope it worls for u, it did for me Last edited by el tonio; 08-30-2007 at 10:29 PM. Reason: Automerged Doublepost | ||||||
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