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Pelican is wrong....
Posted: Fri May 09, 2008 5:15 pm
by mockey
Hello, thansk for your help once again.
I have currently saved a pelican from campaign with all options(recursive,parsed and sounds etc)
Now I built it into my map Containment.
I went to vehicle collection of vehicles\warthog_gauss (whatever it is)
And I swapped it for the pelican and clicked save.
Now, when I go to my xbox and play it with a gauss warthog set, it comes up as a gauss warthog and not a pelican...
Can anyone help me? Thanks!!!
Posted: Fri May 09, 2008 6:20 pm
by Dragonfire
try duplicating the gauss warthog, then injecting ur pelican in the game, also make sure ur swaps r correct, such as hlmt, coll, phmo, etc.

Posted: Fri May 09, 2008 6:22 pm
by NotZachary82
set it as default, not gauss.
Posted: Fri May 09, 2008 6:45 pm
by mockey
Oh, I only swapped it for [vehc] thanks!
Posted: Fri May 09, 2008 6:48 pm
by mockey
Hmm, it's very flippy now, I thought that in entity it wouldn't be like that?
Posted: Fri May 09, 2008 7:21 pm
by Aumaan Anubis
If, by, 'flippy,' you mean that the pelican keeps flipping around in-game, that's the pelican's fault. It doesn't have proper BSP collision. It'll only stand correctly when it's on top of a mach.
Posted: Fri May 09, 2008 7:53 pm
by mockey
Youre right anubis. How can I fix it?
Posted: Fri May 09, 2008 7:58 pm
by NotZachary82
mockey wrote:Youre right anubis. How can I fix it?
you cant.
Posted: Fri May 09, 2008 11:21 pm
by kibito87
NotZachary82 wrote:you cant.
Eh, there's no proper fix but there is a fix.
Posted: Fri May 09, 2008 11:28 pm
by neodos
I tried, and the pelican phmo has a "spherical bouding" which means that the pelican is like a ball/sphere mixed with the normal phmo, so that's why it flips, it could be fixed if we could properly remove this reflexiven but can't with entity chunk cloner and netheir nulling out the reflexive.
Posted: Sat May 10, 2008 12:56 am
by uralllame
mockey wrote:Youre right anubis. How can I fix it?
Aumaan Anubis wrote:If, by, 'flippy,' you mean that the pelican keeps flipping around in-game, that's the pelican's fault. It doesn't have proper BSP collision. It'll only stand correctly when it's on top of a mach.
I think he means spawn a landing pad shaped machine underneath it. It will spawn correctly, but if you get out and it doesn't land on a machine, the flipping starts again.
Posted: Sat May 10, 2008 5:44 am
by Eaton
neodos wrote:I tried, and the pelican phmo has a "spherical bouding" which means that the pelican is like a ball/sphere mixed with the normal phmo, so that's why it flips, it could be fixed if we could properly remove this reflexiven but can't with entity chunk cloner and netheir nulling out the reflexive.
Really? Interesting. If there ever us a more advanced modding tool released, then it may be possible because I would like the flipping to stop. It's funny though. Bungie gave it proper collision in Halo 1. In Halo 2, at least it stays on the ground unlike Halo 3 where it just falls through the map.
Posted: Sat May 10, 2008 7:34 am
by mockey
So I could set a conatainment gate somewhere on the map and place the pelican on top?
Thanks guys for all your help!
Posted: Sat May 10, 2008 7:41 am
by Eaton
mockey wrote:So I could set a containment gate somewhere on the map and place the Pelican on top?
Thanks guys for all your help!
Yes. That would make it have proper collision while it is on top.