Fly the Pelican
- InfectionForm
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Fly the Pelican
I know it can be done but i reckon im the only one that doesn't know how i dont care whether its in sp or mp i just want it to work! if someone has an easy-to-follow tut it would be greatly appreciated
Die?... Didn't you know?... Spartans never die!
- DemonicSandwich
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I beleave that this tutorial will help you do it. 

AIM wrote:Demonic5andwich (6:10:10 PM): structure of a first person weapon animation:
Demonic5andwich (6:10:43 PM): mess, mess, maybe a node?, another header?! wtf!, more mess, tacos, more shit
- InfectionForm
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- DemonicSandwich
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You could use Insolence for the String ID switching.

Just goto the [vehi] tag select the pelican and select 'Seats' button in blue and you'll see the string ID's that you need to change.
*I used the warthog as a reference*

Just goto the [vehi] tag select the pelican and select 'Seats' button in blue and you'll see the string ID's that you need to change.
*I used the warthog as a reference*
AIM wrote:Demonic5andwich (6:10:10 PM): structure of a first person weapon animation:
Demonic5andwich (6:10:43 PM): mess, mess, maybe a node?, another header?! wtf!, more mess, tacos, more shit
- InfectionForm
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- DemonicSandwich
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1)Goto the [vehi] tag
2)double-click the pelican
3)select seats
4)edit this string id to say warthog_d
Here is the [vehi] ifp I used.
AIM wrote:Demonic5andwich (6:10:10 PM): structure of a first person weapon animation:
Demonic5andwich (6:10:43 PM): mess, mess, maybe a node?, another header?! wtf!, more mess, tacos, more shit
- InfectionForm
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- DemonicSandwich
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- InfectionForm
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- DemonicSandwich
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unfortunately both Insolence and Entity cannot transfer sounds correctly.
Insolence corrupted the sounds and Entity just gives it existings sounds(usually the sword drop sound)
BTW, the pelican has sphere shape BSP collition and will flip constantly unless you spawn it on a machine.

Insolence corrupted the sounds and Entity just gives it existings sounds(usually the sword drop sound)
BTW, the pelican has sphere shape BSP collition and will flip constantly unless you spawn it on a machine.

Last edited by DemonicSandwich on Fri Feb 09, 2007 10:01 pm, edited 1 time in total.
AIM wrote:Demonic5andwich (6:10:10 PM): structure of a first person weapon animation:
Demonic5andwich (6:10:43 PM): mess, mess, maybe a node?, another header?! wtf!, more mess, tacos, more shit
- InfectionForm
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- DemonicSandwich
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- InfectionForm
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- DemonicSandwich
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Yes, in Insolence, goto the [vehi] tag and bring up the pelican.InfectionForm wrote:Okay ive got a pelican that can fly but now i want to have more people on it a gunner and some passengers also is it possible to fire the chin gun with R or something. oh yeah and can you have a warthog or scorp hanging off the back?
Hit seats and go to where it says "fire weapon" and change it to true.

The rear turrent is attached to the pelican the same way the warthog attaches its turret, through variation.InfectionForm wrote:Okay ive got a pelican that can fly but now i want to have more people on it a gunner and some passengers also is it possible to fire the chin gun with R or something. oh yeah and can you have a warthog or scorp hanging off the back?
Pasenger seats are simple.InfectionForm wrote:Okay ive got a pelican that can fly but now i want to have more people on it a gunner and some passengers also is it possible to fire the chin gun with R or something. oh yeah and can you have a warthog or scorp hanging off the back?
Do as above but goto the chunk number bar at the top and select eather seat between 1 and 10. They are the interior seats of the pelican.
Then do as said in the picture...

As for that, no clue, you'll need to search/ask around for thatInfectionForm wrote:oh yeah and can you have a warthog or scorp hanging off the back?

AIM wrote:Demonic5andwich (6:10:10 PM): structure of a first person weapon animation:
Demonic5andwich (6:10:43 PM): mess, mess, maybe a node?, another header?! wtf!, more mess, tacos, more shit
- InfectionForm
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- DemonicSandwich
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I fixed the pic, I'll show you howta get the turret in a sec.
EDIT: Here ya go.
grab the [vehc] ifp here
Prep) open you map with insolence > scroll to the [vehc] tag and clone one of the tags
Doesn't matter witch one, they all do the same thing
*example uses headlong.map and warthog_gauss.vehc*

1)goto the [vehc] section and open you "new" tag
2)select "vehicle permutation's"
3a)Select 'dependency'
4)change the dependency from whatever it is to the pelican [vehi]

3b)now select the 'visible values' button
4) The circled area shows the string ID the determines a vehicles variation.

The pelican has 3 variations:
default: only spawns rear turret and front gun on the nose.
unarmed: self explanatory, only the nose mounted gun is available
attack: spawns rear turret, nosegun, and ROCKET PODS.
Chose 1 of the variations and input it. \/

Now with Entity, open the [scnr] and in the green right-click>indents
and chose a "collection" tag like a grenade or sumthing
and swap it for the new [vehc] you created earlier and place it with the BSP Viewer.

Attack Variation

Default Variation

Unarmed Variation

EDIT: Here ya go.
grab the [vehc] ifp here
Prep) open you map with insolence > scroll to the [vehc] tag and clone one of the tags
Doesn't matter witch one, they all do the same thing

*example uses headlong.map and warthog_gauss.vehc*

1)goto the [vehc] section and open you "new" tag
2)select "vehicle permutation's"
3a)Select 'dependency'
4)change the dependency from whatever it is to the pelican [vehi]

3b)now select the 'visible values' button
4) The circled area shows the string ID the determines a vehicles variation.

The pelican has 3 variations:
default: only spawns rear turret and front gun on the nose.
unarmed: self explanatory, only the nose mounted gun is available
attack: spawns rear turret, nosegun, and ROCKET PODS.

Chose 1 of the variations and input it. \/

Now with Entity, open the [scnr] and in the green right-click>indents
and chose a "collection" tag like a grenade or sumthing
and swap it for the new [vehc] you created earlier and place it with the BSP Viewer.

Attack Variation

Default Variation

Unarmed Variation

AIM wrote:Demonic5andwich (6:10:10 PM): structure of a first person weapon animation:
Demonic5andwich (6:10:43 PM): mess, mess, maybe a node?, another header?! wtf!, more mess, tacos, more shit
- InfectionForm
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- DemonicSandwich
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Just like the pelican, the turret seats must also be changed.InfectionForm wrote:you cant get on the rear turret
1)goto the [vehi] tag on open the pelican_rear_gun.
2)Select seats
3)change the seat label to warthog_g
*you do the same thing for the rocket pods*

Now for the "hud text message", that is the "hold X to" message you get when you come near to a vehicle.
This string ID determines the "Hold X to do something" message that appears at the top right of your screen.
By default the peli"s turret uses the warthog turret's massage, so it will say "Hold X to operate Warthog Turret" when you get near.
After you fix the seat, change this String ID in the picture below to pelican_enter_gunner
and it will say "Hold X to operate Pelican Turret" when you come near the pelicans turret.


AIM wrote:Demonic5andwich (6:10:10 PM): structure of a first person weapon animation:
Demonic5andwich (6:10:43 PM): mess, mess, maybe a node?, another header?! wtf!, more mess, tacos, more shit
- InfectionForm
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- patchesreusch
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