Problem with Pelicans seats.
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Problem with Pelicans seats.
I downloaded a pre-made pelican and applied to Coag. and it was not flyable. I loaded it in entity and found that Drivable, Hud, and Driver Seat were unchecked in the meta editor, I checked them. Will this make it flyable? Also it was spinning very oddly, if I move it's spawn location in the BSP viewer will that fix it.
Also the reason i'm asking, I know this is very "Noobish" so to say, but I can not check if it was successfull at the moment. Can any one confirm this?
Thanks,
Kris
Also the reason i'm asking, I know this is very "Noobish" so to say, but I can not check if it was successfull at the moment. Can any one confirm this?
Thanks,
Kris
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Re: Problem with Pelicans seats.
That's because Bungie didn't give it proper collision with the BSP. It's something to do with the PHMO... I think.DeadlyXtreme wrote:Also it was spinning very oddly, if I move it's spawn location in the BSP viewer will that fix it.
However, the pelican doesn't spin at all when it's on top of a machine.

It is expected, and demanded.Tural wrote:MrMurder, we're going to hold you to that promise.
Re: Problem with Pelicans seats.
Playing around with the flag boxes in Entity usually screws things up. (Well, for me it does.) I'd recommend using Insolence V1 to edit those. I'd recommend putting your own Pelican in. There are tons of tutorials on how to do it and it is reasonable easy. But what Aumann said. It doesn't have proper collision with the BSP (ground), it seems that Bungie only made it to be able to collide with a machine for some unknown reason. But if you really want to make sure it is flyable, open it up in Entity and see it the first seat string ID is changed to "warthog_d" or something else beside "pelican_d."DeadlyXtreme wrote:I downloaded a pre-made pelican and applied to Coag. and it was not flyable. I loaded it in entity and found that Drivable, Hud, and Driver Seat were unchecked in the meta editor, I checked them. Will this make it flyable? Also it was spinning very oddly, if I move it's spawn location in the BSP viewer will that fix it.
Also the reason i'm asking, I know this is very "Noobish" so to say, but I can not check if it was successfull at the moment. Can any one confirm this?
Thanks,
Kris
But perhaps you are trying the wrong method to get into the seat... It may already be drivable. Let the pelican settle so that the cockpit is facing straight up. Go under it, flip it, and press and hold X right near the cockpit when it is perfectly lined up with the ground for that split second.

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Well, I could never figure out how to get the missile pod to work. But you can make the Pelican destroyable. (Sort of.) This will make it so when you inflict damage enough to destroy a Banshee on the Pelican, it will no longer be drivable or flipable and it will be counted as destroyed. If I remember this right... go to the "hlmt" tag in Entity. Click on the "Banshee" tag. Then open up the "Chunk Clone" and go to the Banshee's "heath and shield reflexive" and expand the options until you see something like, "banshee_hull_shields". (It will probably nor be named that, but it will be something similar.) Click that reflexive and click "Copy to Clipboard." Then exit the Cloner and open up the Cloner for the Pelican, go to the health and shields reflexive for the Pelican, click it's health and shields thing, and click "Overwrite existing meta" and click "Add Meta to map." That should make it destroyable. Sometimes it doesn't work though. Please notify me if I was unclear on any of the steps because I wrote all of that on memory.DeadlyXtreme wrote:Thx it worked. Any ideas on getting the rocket pod to work and making the Pelican destroyable?

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XD wasn't i the one who told you that?Eaton wrote:Well, I could never figure out how to get the missile pod to work. But you can make the Pelican destroyable. (Sort of.) This will make it so when you inflict damage enough to destroy a Banshee on the Pelican, it will no longer be drivable or flipable and it will be counted as destroyed. If I remember this right... go to the "hlmt" tag in Entity. Click on the "Banshee" tag. Then open up the "Chunk Clone" and go to the Banshee's "heath and shield reflexive" and expand the options until you see something like, "banshee_hull_shields". (It will probably nor be named that, but it will be something similar.) Click that reflexive and click "Copy to Clipboard." Then exit the Cloner and open up the Cloner for the Pelican, go to the health and shields reflexive for the Pelican, click it's health and shields thing, and click "Overwrite existing meta" and click "Add Meta to map." That should make it destroyable. Sometimes it doesn't work though. Please notify me if I was unclear on any of the steps because I wrote all of that on memory.
You could throw it right above the ground so that the Pelican resembles siting on the sbsp's surface but then again it would give you problems with land vehicles such as the warthog.It would seem as though there was a bump there. You would also need to null it's shaders so that it's invisible.crabby wrote:the bridge from delta halo when its flat is the perfect landin pad for the pelican

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Open a map in Entity, go down to the "sbsp" tag of your opened map, and click on your map's BSP meta. Then you should see a button up in the upper right hand corner called "Raw Data Editor" or something like. That. click it, and click "view BSP."DeadlyXtreme wrote:How exactly do I open the bsp veiwer

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I discovered 2 things, one is the use of a ball turret on the neck of the pelican(found by accident when I had to repatch coag) and that by changing the projectile of this turret you can use it as the missle pod. Also I was having trouble using the BSP wiewer it was all blue except for one small part that resembled a rock.
OH. I thought you meant the rocket pods on the wings... I knew you could swap the projectile, but I thought you were talking about the real one.DeadlyXtreme wrote:I discovered 2 things, one is the use of a ball turret on the neck of the pelican(found by accident when I had to repatch coag) and that by changing the projectile of this turret you can use it as the missle pod. Also I was having trouble using the BSP wiewer it was all blue except for one small part that resembled a rock.

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