AotCR Mod, Pelican Mod

Discuss general issues about modding HaloPC. Post ideas for mods here.
XeRoWaVe





Posts: 379
Joined: Sat Nov 15, 2003 11:12 am

Post by XeRoWaVe »

ChaosM14
Cool Cow





Posts: 406
Joined: Sun Jan 18, 2004 4:34 pm

Post by Cool Cow »

Ya Nuke in DI sounds awsome especially for a movie I wish I could help out I could be Useless MC clone #3 lol
FlakLikaDuk





Posts: 264
Joined: Mon Jan 19, 2004 3:59 pm

Post by FlakLikaDuk »

Mono that preview is so cool! I can't wait until the final!
I can see it now *wavy day dream effect*
Red side - "alright everybody on the red team who isn't a sissy or n00b on the pelican we're gonna give the blues a big surprise... heh heh heh."
Blue side - "Sir, there appears to be a larg craft aproaching... and it has the entire red team inside... AND a beam emittor! AH CRAP!!!"
red bombards blue gets flag and returns to base. Sweet victory.
*another wavy day dream effect*
if only the blues didn't have em too *sigh* j/k
again great mod!
"I only drink the blood of my enemies, and ocassionally a strawberry Yoohoo." --Sarge RvB
Demonic and me made this blooper video check it out!
Cool Cow





Posts: 406
Joined: Sun Jan 18, 2004 4:34 pm

Post by Cool Cow »

lol Everything Mono makes is Jawsome dude outta curiousty what do all of these numbers and letters mean at the bottum of your sig?
XeRoWaVe





Posts: 379
Joined: Sat Nov 15, 2003 11:12 am

Post by XeRoWaVe »

actually we need ALOT OF HELP we seem to run into a problem when batch extracting the modded pelican di theres always a c_gun_turret problem HELP please
Cool Cow





Posts: 406
Joined: Sun Jan 18, 2004 4:34 pm

Post by Cool Cow »

Whata whata what what? You were already modding the pelican? Lemme guess you put a nuke there
FlakLikaDuk





Posts: 264
Joined: Mon Jan 19, 2004 3:59 pm

Post by FlakLikaDuk »

its hex for "the ducky goes "flak! flak!""

edit: what i had wasn't right this is^
Last edited by FlakLikaDuk on Sat Feb 14, 2004 6:08 pm, edited 1 time in total.
"I only drink the blood of my enemies, and ocassionally a strawberry Yoohoo." --Sarge RvB
Demonic and me made this blooper video check it out!
Cool Cow





Posts: 406
Joined: Sun Jan 18, 2004 4:34 pm

Post by Cool Cow »

Ohhh... k....
XeRoWaVe





Posts: 379
Joined: Sat Nov 15, 2003 11:12 am

Post by XeRoWaVe »

btw can someone post a nuke for DI mod here plz
Cool Cow





Posts: 406
Joined: Sun Jan 18, 2004 4:34 pm

Post by Cool Cow »

Read the PM i sent you
TsukasaZero





Posts: 573
Joined: Fri Jan 16, 2004 4:25 pm
Location: Testing Longhorn from a secure location

Post by TsukasaZero »

Im going to try to port the pelican to Timberland or Danger Canyon when I get on my dev computer....if I can get it there....*drool*
Cool Cow





Posts: 406
Joined: Sun Jan 18, 2004 4:34 pm

Post by Cool Cow »

your developer computer? whats that mean?
[VC]CaptainValor




Droplet Wordewatician 250

Posts: 449
Joined: Sun Nov 30, 2003 7:06 pm

Post by [VC]CaptainValor »

TsukasaZero wrote:Im going to try to port the pelican to Timberland or Danger Canyon when I get on my dev computer....if I can get it there....*drool*
Wouldn't you run into the same model injection problems that have prevented us from bringing the pelican in from SP up until now?
XeRoWaVe





Posts: 379
Joined: Sat Nov 15, 2003 11:12 am

Post by XeRoWaVe »

Cool Cow wrote:Read the PM i sent you
thnx but i need the nuke from the library not a simple hmtv3 mod lol
KWC Eclipse





Posts: 38
Joined: Sat Feb 14, 2004 7:42 am

Post by KWC Eclipse »

Does anybody know how to fix this problem? Everytime I try batch extracting Death Island it says something about an error with the gun turret. Do you know how to get past that problem?
User avatar
HunterXI





Posts: 3927
Joined: Sat Nov 22, 2003 11:21 am
Location: Azeroth
Contact:

Post by HunterXI »

KWC Eclipse wrote:Does anybody know how to fix this problem? Everytime I try batch extracting Death Island it says something about an error with the gun turret. Do you know how to get past that problem?
u cant batch extract a modded map. no buts.
This post printed on 100% recycled electrons.
XeRoWaVe





Posts: 379
Joined: Sat Nov 15, 2003 11:12 am

Post by XeRoWaVe »

well then how do we get the real library nuke into death island with the pelican mod?
[VC]CaptainValor




Droplet Wordewatician 250

Posts: 449
Joined: Sun Nov 30, 2003 7:06 pm

Post by [VC]CaptainValor »

I believe Mono made the Library compatible with rebuilding and extracting somehow (he said so in the readme). But the pelican mod is not, I don't think.
XeRoWaVe





Posts: 379
Joined: Sat Nov 15, 2003 11:12 am

Post by XeRoWaVe »

hmm i cant even get the nuke into DI i extract and rebuild i do it all and when i look at it with halo mods there is no nuke_launcher or weapons/nuke_launcher/nuke.proj either
User avatar
HunterXI





Posts: 3927
Joined: Sat Nov 22, 2003 11:21 am
Location: Azeroth
Contact:

Post by HunterXI »

XeRoWaVe wrote:well then how do we get the real library nuke into death island with the pelican mod?
try this; im not sure it would work but whatever:

batch extract an unmodded copy of DI

save the pelican meta (be sure to check 'recursive') from the modded DI into the same folder as the Batch Extracted DI

save the nuke as well following the above proceedure

rebuild DI with both mods in the Batch extracted map
This post printed on 100% recycled electrons.
Post Reply