View Full Version : How to make marine AI exit pelican?
marcus903
November 7th, 2011, 07:46 PM
I found a way to make marines spawn in their designated dropship using HHT. However I cannot get them to exit the pelican when they are scripted. How do I make marine AI exit the pelican?
NOTE: I replaced all grunts and jackals with marines. How do I make them EXIT their designated pelican?
Kirby_422
November 7th, 2011, 07:52 PM
(vehicle_unload <unit> <string>)
(ai_exit_vehicle <ai>)
Just use one of those two commands. AI one if you only want marines to exit, unload will get everyone out including players, and if there is a pilot in there too (you can script the pilot to reenter. or if its a default SP level, you dont need a pilot since recorded animations work without pilots. it doesn't particularly matter how you go about it)
marcus903
November 7th, 2011, 07:53 PM
Where do I type this command?
Kirby_422
November 7th, 2011, 08:16 PM
you make a script file.
(script startup randomnameyoucanchangetowhatever
(sleep_until <condition> 15)
(vehicle_unload vehicle_object_name "")
)
example, if your waiting until the end of a recorded animation on that vehicle, <condition> would be replaced with
(= (recording_time vehicle_object_name) 0)
If the vehicle's object name was bob, with the above condition, it would be
(script startup randomname
(sleep_until (= (recording_time bob) 0) 15)
(vehicle_unload bob "")
)
you put this text into notepad, save as, all files, whateveryouwanttonameit.HSC
if your using <HCE>\tags\levels\test\bloodgulch\bloodgulch.scenario
then you'd save it in <HCE>\data\levels\test\bloodgulch\scripts\whatever.HSC
then in sapien, just hit compile scripts.
marcus903
November 7th, 2011, 08:20 PM
you make a script file.
(script startup randomnameyoucanchangetowhatever
(sleep_until <condition> 15)
(vehicle_unload vehicle_object_name "")
)
example, if your waiting until the end of a recorded animation on that vehicle, <condition> would be replaced with
(= (recording_time vehicle_object_name) 0)
If the vehicle's object name was bob, with the above condition, it would be
(script startup randomname
(sleep_until (= (recording_time bob) 0) 15)
(vehicle_unload bob "")
)
you put this text into notepad, save as, all files, whateveryouwanttonameit.HSC
if your using <HCE>\tags\levels\test\bloodgulch\bloodgulch.scenario
then you'd save it in <HCE>\data\levels\test\bloodgulch\scripts\whatever.HSC
then in sapien, just hit compile scripts.
I'm using Halo PC
Kirby_422
November 7th, 2011, 08:29 PM
then you either have to make a HCE map to extract the scenario tag, WITH the newly inserted script, or just have your pelican upside down.
marcus903
November 25th, 2011, 10:26 AM
I'm editing the script using Halo Tag Converter. I used the ai_exit_vehicle command. But it won't work. Do I need to convert the map or tag onto Halo PC?
Kirby_422
November 25th, 2011, 12:46 PM
the scripts are held inside the scenario tag. HHT (Halo Hacker Tools) should be able to save the entire scenario from the compiled Halo Custom Edition map, and inject it over a the scenario in the Halo PC map.
marcus903
November 25th, 2011, 02:17 PM
can you tell me how to do this?
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