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About Drivable Wraiths and Other Stuff
Posted: Sat Nov 13, 2004 7:21 pm
by BriDog
I know the drivable Wraith topic has been discussed before but I can't get it to work....
In
this thread we're told to rename Wraith-Driver To B-Driver, I did this but it doesn't work. The thing is, the thread lacked details on how to use the tank. Does it need to be an empty Wraith? Or is there a way to kill the driver then take over?
Also, to make the 'Hog and Scorpion destroyable I'd just change the 0 health to 1000 or something correct? But I'd have to add an explosion to it's dependencies or when the vehicle dies everybody on board dies with no effect. Correct?
And one last question, how can I give the AR the pistol's aiming reticle and scope graphic?
Thanks in advance
Posted: Sat Nov 13, 2004 8:58 pm
by Edwin
1: Yes the wraith must be emtpy, best thing to do is open up the map in Spark, find a wraith, and turn it upside-down so the driver falls out, the flip it and get in.
2: yes you need to add effects, i am not certain how this is done.
3. for the reticle, just find the appropriate [hud] tags and swap away, for the zoom, howver, you will need to do quite alot. First you will need to rebuild your map with a duplicate of the pistol, named AR2 or something (there are tuts for doing this) then you have to manualy swap al values except hud and whatnot in HHT to AR (Both Mod2 things, sound, projectile, all dependencies except hud and zoom-stuff)
Posted: Sat Nov 13, 2004 9:20 pm
by BriDog
Edwin wrote:1: Yes the wraith must be emtpy, best thing to do is open up the map in Spark, find a wraith, and turn it upside-down so the driver falls out, the flip it and get in.
Thanks
2: yes you need to add effects, i am not certain how this is done.
Hopefully it will be as easy as giving the AR zoom-in zoom-out sounds, just by adding the neccesary stuff to the dependencies.
3. for the reticle, just find the appropriate [hud] tags and swap away, for the zoom, howver, you will need to do quite alot. First you will need to rebuild your map with a duplicate of the pistol, named AR2 or something (there are tuts for doing this) then you have to manualy swap al values except hud and whatnot in HHT to AR (Both Mod2 things, sound, projectile, all dependencies except hud and zoom-stuff)
Damn, I was hoping giving the AR scope textures would be a simple dependency swap too.
Thanks for the help.
Posted: Sun Nov 14, 2004 11:43 pm
by BriDog
Edwin wrote:
3. for the reticle, just find the appropriate [hud] tags and swap away,
Do you know what hud tag exactly? Looking in HMT I see [hmt]hud message text, [hud#] HUD number, and [hudg] HUD globals.
Are you sure it's just a simple swap?
This thread points to the reticle texture, which is one of those combined textures. So I'm thinking that I'd have to use photoshop and copy the pistol reticle over the AR's.
Posted: Mon Nov 15, 2004 10:08 am
by [CL]9mm-Man
Theres an easy way in HMT. Load up a map, go down to the very bottom, it says [wphi] Weapon Hud Interface, find the assualt rifle and meta swap it with the rectile you want. (say you want pistol aim on AR, get pistol meta code and put it in ar meta)
Posted: Mon Nov 15, 2004 1:54 pm
by BriDog
Oh! I didn't even think of the wphi......stupid me
thanks a bunch
One other thing, when making the 'Hog and Scorpion destroyabled, how do I add a health meter to it?
Posted: Mon Nov 15, 2004 5:54 pm
by BriDog
Heh, I swapped the AR and Pistol [wphi] and got some interesting results
Along with the pistol's reticle the AR does this:
The AR now has the scope graphics....which is cool.
The AR also has the pistol's ammo meter
When you're standing over an AR it tells you to press e to swap the current weapon for a pistol.